// Automatically generated by enummaker.py.
//DO NOT EDIT THIS FILE (Yes, I mean you!)

#include "mygba.h"
#include "glbdef.h"

// Definitions for ORDER
const ORDER_DEF
glb_orderdefs[NUM_ORDERS] =
{
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },

};
// Definitions for STRATEGY
const STRATEGY_DEF
glb_strategydefs[NUM_STRATEGYS] =
{
  {
    "None",
  },
  {
    "Charge!",
  },
  {
    "Pincer",
  },
  {
    "Line",
  },
  {
    "Hold Center",
  },
  {
    "Reserve",
  },
  {
    "Pair-up",
  },
  {
    "Flank",
  },

};
// Definitions for SOLDIER
const SOLDIER_DEF
glb_soldierdefs[NUM_SOLDIERS] =
{
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },

};
// Definitions for PHASE
const PHASE_DEF
glb_phasedefs[NUM_PHASES] =
{
  {
  },
  {
  },
  {
  },
  {
  },

};
// Definitions for EFFECTCLASS
const EFFECTCLASS_DEF
glb_effectclassdefs[NUM_EFFECTCLASSS] =
{
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },

};
// Definitions for EFFECT
const EFFECT_DEF
glb_effectdefs[NUM_EFFECTS] =
{
  {
    EFFECTCLASS_NONE,
    ELEMENT_NONE,
    0,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_GAINITEM,
    ELEMENT_NONE,
    10,
    10,
    DISTRIBUTION_CONSTANT,
    ITEM_HASTED,
  },
  {
    EFFECTCLASS_HEAL,
    ELEMENT_NONE,
    0,
    10,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_HEAL,
    ELEMENT_NONE,
    0,
    20,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_HEAL,
    ELEMENT_NONE,
    0,
    50,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_VULNERABLE,
    ELEMENT_ACID,
    15,
    10,
    DISTRIBUTION_GAUSSIAN,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_RESIST,
    ELEMENT_ACID,
    15,
    10,
    DISTRIBUTION_GAUSSIAN,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_DAMAGE,
    ELEMENT_ACID,
    0,
    15,
    DISTRIBUTION_BIMODAL,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_POISON,
    ELEMENT_POISON,
    10,
    5,
    DISTRIBUTION_GAUSSIAN,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_CURE,
    ELEMENT_NONE,
    0,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_HEAL,
    ELEMENT_NONE,
    0,
    5,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_HEAL,
    ELEMENT_NONE,
    0,
    20,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_GAINFOOD,
    ELEMENT_NONE,
    0,
    100,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_DAMAGE,
    ELEMENT_PHYSICAL,
    0,
    10,
    DISTRIBUTION_GAUSSIAN,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_DAMAGE,
    ELEMENT_PHYSICAL,
    0,
    30,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_DAMAGE,
    ELEMENT_FIRE,
    0,
    10,
    DISTRIBUTION_GAUSSIAN,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_DAMAGE,
    ELEMENT_FIRE,
    0,
    30,
    DISTRIBUTION_GAUSSIAN,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_DAMAGE,
    ELEMENT_ELECTRICITY,
    0,
    15,
    DISTRIBUTION_BIMODAL,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_DAMAGE,
    ELEMENT_ELECTRICITY,
    0,
    35,
    DISTRIBUTION_BIMODAL,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_POISON,
    ELEMENT_NONE,
    10,
    10,
    DISTRIBUTION_GAUSSIAN,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_POISON,
    ELEMENT_NONE,
    50,
    50,
    DISTRIBUTION_GAUSSIAN,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_VULNERABLE,
    ELEMENT_FIRE,
    10,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_VULNERABLE,
    ELEMENT_FIRE,
    50,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_VULNERABLE,
    ELEMENT_ELECTRICITY,
    10,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_VULNERABLE,
    ELEMENT_ELECTRICITY,
    50,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_CURE,
    ELEMENT_NONE,
    0,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_RESIST,
    ELEMENT_FIRE,
    10,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_RESIST,
    ELEMENT_FIRE,
    50,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_RESIST,
    ELEMENT_ELECTRICITY,
    10,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_RESIST,
    ELEMENT_ELECTRICITY,
    50,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_NONE,
  },
  {
    EFFECTCLASS_GAINITEM,
    ELEMENT_NONE,
    10,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_HASTED,
  },
  {
    EFFECTCLASS_GAINITEM,
    ELEMENT_NONE,
    50,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_HASTED,
  },
  {
    EFFECTCLASS_GAINITEM,
    ELEMENT_NONE,
    10,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_SLOW,
  },
  {
    EFFECTCLASS_GAINITEM,
    ELEMENT_NONE,
    50,
    0,
    DISTRIBUTION_CONSTANT,
    ITEM_SLOW,
  },

};
// Definitions for ELEMENT
const ELEMENT_DEF
glb_elementdefs[NUM_ELEMENTS] =
{
  {
    "none",
    ATTR_LIGHTBLACK,
    "enunciate",
  },
  {
    "physical",
    ATTR_PURPLE,
    "hit",
  },
  {
    "poison",
    ATTR_GREEN,
    "poison",
  },
  {
    "acid",
    ATTR_ORANGE,
    "dissolve",
  },
  {
    "light",
    ATTR_YELLOW,
    "blind",
  },
  {
    "electricity",
    ATTR_CYAN,
    "zap",
  },
  {
    "fire",
    ATTR_FIRE,
    "burn",
  },
  {
    "ice",
    ATTR_WHITE,
    "freeze",
  },

};
// Definitions for ATTACKSTYLE
const ATTACKSTYLE_DEF
glb_attackstyledefs[NUM_ATTACKSTYLES] =
{
  {
  },
  {
  },
  {
  },

};
// Definitions for ROOMTYPE
const ROOMTYPE_DEF
glb_roomtypedefs[NUM_ROOMTYPES] =
{
  {
    "x",
    true,
    true,
    false,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_TUNNELWALL,
    "room",
    false,
  },
  {
    "village",
    false,
    false,
    false,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_TUNNELWALL,
    "room",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_INVALID,
    "room",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_INVALID,
    "atrium",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_INVALID,
    "corridor",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_INVALID,
    "barracks",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_INVALID,
    "guardhouse",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_INVALID,
    "throneroom",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_INVALID,
    "vault",
    true,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_INVALID,
    "library",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_INVALID,
    "kitchen",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_INVALID,
    "dining room",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_INVALID,
    "pantry",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_TUNNELWALL,
    "room",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_CAVEWALL,
    TILE_CAVEFLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_TUNNELWALL,
    "room",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_CAVEWALL,
    TILE_DARKCAVEFLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_TUNNELWALL,
    "room",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_MAZEWALL,
    TILE_MAZEFLOOR,
    TILE_PATH,
    TILE_MAZEDOOR,
    TILE_TUNNELWALL,
    "room",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_FLOOR,
    TILE_PATH,
    TILE_DOOR,
    TILE_TUNNELWALL,
    "room",
    false,
  },
  {
    "y",
    false,
    false,
    true,
    TILE_WALL,
    TILE_GRASS,
    TILE_PATH,
    TILE_DOOR,
    TILE_TUNNELWALL,
    "room",
    false,
  },

};
// Definitions for LEVEL
const LEVEL_DEF
glb_leveldefs[NUM_LEVELS] =
{
  {
    0,
    ROOMTYPE_ROGUE,
  },

};
// Definitions for GAMERULES
const GAMERULES_DEF
glb_gamerulesdefs[NUM_GAMERULESS] =
{
  {
    7,
  },

};
// Definitions for YELL
const YELL_DEF
glb_yelldefs[NUM_YELLS] =
{
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },

};
// Definitions for OPTION
const OPTION_DEF
glb_optiondefs[NUM_OPTIONS] =
{
  {
    "Instructions",
  },
  {
    "Welcome Mesage",
  },
  {
    "Play",
  },
  {
    "Toggle Bullets",
  },
  {
    "Toggle Autopilot",
  },
  {
    "Toggle Full Screen",
  },
  {
    "About",
  },
  {
    "Quit",
  },

};
// Definitions for ACTION
const ACTION_DEF
glb_actiondefs[NUM_ACTIONS] =
{
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },

};
// Definitions for GOSSIP
const GOSSIP_DEF
glb_gossipdefs[NUM_GOSSIPS] =
{
  {
    "intro",
  },
  {
    "meditate",
  },
  {
    "equip",
  },

};
// Definitions for ATTR
const ATTR_DEF
glb_attrdefs[NUM_ATTRS] =
{
  {
    0,
    0,
    0,
    255,
    255,
    255,
    false,
  },
  {
    0,
    0,
    0,
    255,
    196,
    64,
    false,
  },
  {
    255,
    0,
    0,
    0,
    0,
    0,
    false,
  },
  {
    0,
    128,
    0,
    255,
    255,
    255,
    false,
  },
  {
    255,
    192,
    128,
    0,
    0,
    0,
    false,
  },
  {
    16,
    96,
    16,
    192,
    192,
    192,
    false,
  },
  {
    255,
    196,
    64,
    255,
    255,
    255,
    false,
  },
  {
    128,
    128,
    0,
    255,
    255,
    255,
    false,
  },
  {
    64,
    64,
    64,
    255,
    255,
    255,
    false,
  },
  {
    96,
    32,
    32,
    192,
    192,
    192,
    false,
  },
  {
    96,
    32,
    32,
    192,
    192,
    192,
    false,
  },
  {
    196,
    196,
    196,
    0,
    0,
    0,
    false,
  },
  {
    255,
    255,
    255,
    0,
    0,
    0,
    false,
  },
  {
    128,
    128,
    128,
    0,
    0,
    0,
    false,
  },
  {
    20,
    40,
    196,
    0,
    0,
    0,
    false,
  },
  {
    196,
    64,
    196,
    0,
    0,
    0,
    false,
  },
  {
    255,
    128,
    255,
    0,
    0,
    0,
    false,
  },
  {
    0,
    16,
    32,
    32,
    128,
    255,
    false,
  },
  {
    0,
    0,
    0,
    32,
    128,
    196,
    false,
  },
  {
    0,
    0,
    0,
    20,
    30,
    128,
    true,
  },
  {
    0,
    0,
    0,
    128,
    96,
    32,
    true,
  },
  {
    0,
    0,
    0,
    192,
    128,
    64,
    true,
  },
  {
    196,
    196,
    0,
    0,
    0,
    0,
    false,
  },
  {
    0,
    0,
    0,
    255,
    255,
    0,
    false,
  },
  {
    0,
    0,
    0,
    255,
    255,
    0,
    false,
  },
  {
    255,
    255,
    0,
    0,
    0,
    0,
    false,
  },
  {
    0,
    0,
    0,
    128,
    255,
    128,
    false,
  },
  {
    0,
    0,
    0,
    255,
    196,
    128,
    false,
  },
  {
    0,
    0,
    0,
    255,
    128,
    128,
    false,
  },
  {
    0,
    0,
    0,
    255,
    128,
    255,
    false,
  },
  {
    0,
    0,
    0,
    153,
    51,
    0,
    false,
  },
  {
    0,
    0,
    0,
    102,
    0,
    255,
    false,
  },
  {
    0,
    0,
    0,
    220,
    196,
    255,
    false,
  },
  {
    0,
    0,
    0,
    204,
    153,
    0,
    false,
  },
  {
    0,
    0,
    0,
    192,
    192,
    192,
    false,
  },
  {
    0,
    0,
    0,
    96,
    96,
    96,
    false,
  },
  {
    0,
    0,
    0,
    96,
    96,
    96,
    false,
  },
  {
    0,
    0,
    0,
    255,
    255,
    255,
    false,
  },
  {
    255,
    255,
    255,
    0,
    0,
    0,
    false,
  },
  {
    0,
    0,
    0,
    255,
    192,
    64,
    false,
  },
  {
    0,
    0,
    0,
    192,
    128,
    64,
    false,
  },
  {
    255,
    192,
    64,
    0,
    0,
    0,
    false,
  },
  {
    0,
    0,
    0,
    255,
    192,
    128,
    false,
  },
  {
    0,
    0,
    0,
    192,
    128,
    64,
    false,
  },
  {
    0,
    0,
    0,
    255,
    32,
    32,
    false,
  },
  {
    255,
    32,
    32,
    0,
    0,
    0,
    false,
  },
  {
    0,
    0,
    0,
    196,
    32,
    32,
    false,
  },
  {
    0,
    0,
    0,
    0,
    255,
    0,
    false,
  },
  {
    0,
    255,
    0,
    0,
    0,
    0,
    false,
  },
  {
    0,
    0,
    192,
    0,
    255,
    0,
    false,
  },
  {
    0,
    0,
    0,
    0,
    196,
    0,
    false,
  },
  {
    0,
    0,
    0,
    0,
    128,
    0,
    false,
  },
  {
    0,
    0,
    0,
    64,
    64,
    255,
    false,
  },
  {
    64,
    64,
    255,
    0,
    0,
    0,
    false,
  },
  {
    0,
    0,
    0,
    128,
    128,
    255,
    false,
  },
  {
    0,
    0,
    0,
    64,
    128,
    128,
    false,
  },
  {
    0,
    0,
    0,
    64,
    255,
    255,
    false,
  },
  {
    0,
    0,
    0,
    64,
    192,
    192,
    false,
  },
  {
    0,
    0,
    0,
    128,
    128,
    128,
    false,
  },
  {
    0,
    0,
    0,
    196,
    196,
    196,
    false,
  },
  {
    0,
    0,
    0,
    220,
    220,
    220,
    false,
  },
  {
    196,
    196,
    196,
    0,
    0,
    0,
    false,
  },
  {
    128,
    128,
    128,
    0,
    0,
    0,
    false,
  },
  {
    255,
    255,
    255,
    0,
    0,
    0,
    false,
  },

};
// Definitions for MAPFLAG
const MAPFLAG_DEF
glb_mapflagdefs[NUM_MAPFLAGS] =
{
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },

};
// Definitions for TRAP
const TRAP_DEF
glb_trapdefs[NUM_TRAPS] =
{
  {
    '^',
    ATTR_NORMAL,
    ELEMENT_PHYSICAL,
    "no-trap",
    ITEM_NONE,
  },

};
// Definitions for EVENTTYPE
const EVENTTYPE_DEF
glb_eventtypedefs[NUM_EVENTTYPES] =
{
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },
  {
  },

};
// Definitions for TILE
const TILE_DEF
glb_tiledefs[NUM_TILES] =
{
  {
    '#',
    ATTR_BROWN,
    "wall",
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '&',
    ATTR_NORMAL,
    "none",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    'X',
    ATTR_INV_RED,
    "engraved monolith",
    false,
    true,
    true,
    false,
    true,
    false,
    false,
    true,
    true,
  },
  {
    'K',
    ATTR_RED,
    "large kobold statue",
    true,
    true,
    true,
    false,
    true,
    false,
    false,
    false,
    false,
  },
  {
    '_',
    ATTR_RED,
    "blood-stained stone altar",
    true,
    true,
    true,
    false,
    true,
    false,
    false,
    false,
    false,
  },
  {
    '.',
    ATTR_NORMAL,
    "floor",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '.',
    ATTR_NORMAL,
    "cave floor",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '.',
    ATTR_NORMAL,
    "floor",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '.',
    ATTR_NORMAL,
    "cave floor",
    true,
    false,
    true,
    false,
    false,
    true,
    false,
    false,
    false,
  },
  {
    'h',
    ATTR_BROWN,
    "wooden chair",
    true,
    true,
    true,
    false,
    true,
    false,
    false,
    false,
    false,
  },
  {
    'O',
    ATTR_LIGHTBROWN,
    "wooden table",
    false,
    true,
    true,
    false,
    true,
    false,
    false,
    false,
    false,
  },
  {
    '>',
    ATTR_WHITE,
    "downstairs",
    true,
    true,
    true,
    false,
    true,
    false,
    false,
    false,
    false,
  },
  {
    '<',
    ATTR_WHITE,
    "upstairs",
    true,
    true,
    true,
    false,
    true,
    false,
    false,
    false,
    false,
  },
  {
    '.',
    ATTR_WHITE,
    "snow covered ground",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '.',
    ATTR_BROWN,
    "path",
    true,
    false,
    true,
    false,
    false,
    true,
    false,
    false,
    false,
  },
  {
    '.',
    ATTR_GREEN,
    "grass",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '.',
    ATTR_BROWN,
    "dirt",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '^',
    ATTR_GREEN_ISLE,
    "sacred isle",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '"',
    ATTR_BROWN,
    "field",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '"',
    ATTR_LIGHTBLACK,
    "frost-killed field",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '&',
    ATTR_FIRE,
    "cooking fire",
    false,
    true,
    true,
    false,
    true,
    false,
    false,
    false,
    false,
  },
  {
    ' ',
    ATTR_NORMAL,
    "tunnel wall",
    false,
    false,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '#',
    ATTR_NORMAL,
    "wall",
    false,
    false,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '#',
    ATTR_NORMAL,
    "maze wall",
    false,
    false,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '#',
    ATTR_NORMAL,
    "cave wall",
    false,
    false,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '#',
    ATTR_NORMAL,
    "wall",
    false,
    false,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '#',
    ATTR_BROWN,
    "wooden wall",
    false,
    false,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '#',
    ATTR_BROWN,
    "wall",
    false,
    false,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '*',
    ATTR_PURPLE,
    "portal",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '*',
    ATTR_ORANGEPORTAL,
    "orange portal",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '*',
    ATTR_BLUEPORTAL,
    "blue portal",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '^',
    ATTR_NORMAL,
    "mountain",
    false,
    false,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '#',
    ATTR_NORMAL,
    "wall",
    false,
    false,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '^',
    ATTR_NORMAL,
    "mountain",
    false,
    false,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '%',
    ATTR_NORMAL,
    "broken wall",
    false,
    false,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '+',
    ATTR_BROWN,
    "door",
    true,
    false,
    true,
    false,
    true,
    false,
    false,
    false,
    false,
  },
  {
    '+',
    ATTR_BROWN,
    "door",
    true,
    false,
    true,
    false,
    true,
    false,
    false,
    false,
    false,
  },
  {
    '#',
    ATTR_WHITE,
    "wall",
    false,
    false,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '^',
    ATTR_NORMAL,
    "mountain",
    false,
    false,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '^',
    ATTR_WHITE,
    "icy mountain",
    false,
    false,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    'W',
    ATTR_WHITE,
    "snowy pass",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '=',
    ATTR_BROWN,
    "bridge",
    true,
    true,
    true,
    false,
    true,
    false,
    false,
    false,
    false,
  },
  {
    '~',
    ATTR_BLUE,
    "water",
    false,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '~',
    ATTR_CYAN,
    "ice",
    true,
    true,
    true,
    false,
    false,
    false,
    true,
    false,
    false,
  },
  {
    '+',
    ATTR_DKGREEN,
    "bushes",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '&',
    ATTR_DKRGREEN,
    "forest",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },
  {
    '&',
    ATTR_LIGHTBLACK,
    "leafless trees",
    true,
    true,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
  },

};
// Definitions for TERRAIN
const TERRAIN_DEF
glb_terraindefs[NUM_TERRAINS] =
{
  {
    TILE_NONE,
    0,
    0,
    0,
    0,
    30,
    500,
  },
  {
    TILE_GRASS,
    90,
    0,
    10,
    0,
    100,
    500,
  },
  {
    TILE_BUSH,
    10,
    0,
    90,
    0,
    40,
    300,
  },
  {
    TILE_FOREST,
    0,
    0,
    10,
    90,
    15,
    100,
  },
  {
    TILE_DIRT,
    10,
    90,
    0,
    0,
    130,
    600,
  },

};
// Definitions for AI
const AI_DEF
glb_aidefs[NUM_AIS] =
{
  {
    "Do Nothing",
    "They stand still doing nothing all day.  Much like your brother John.",
  },
  {
    "Soldier",
    "They kill enemies and set fire to stuff when bored.",
  },
  {
    "Officer",
    "They tell soldiers what to kill and try to stop them setting fires.",
  },
  {
    "Stay at Home",
    "They stay at their home and do not wander off.",
  },
  {
    "Hang around Home",
    "They keep near their home territory.",
  },
  {
    "Charge on Sight",
    "They charge at any foes as soon as they see them.",
  },
  {
    "Attack with Friends",
    "They wait to form a pack before attacking.",
  },
  {
    "Move in Straight Lines",
    "They like to run straight and avoid turning.",
  },
  {
    "Tracker",
    "They can track a foe across a trackless wasteland.",
  },
  {
    "Avoids Diagonals",
    "They avoid taking any shortcuts.",
  },
  {
    "Flanks",
    "They dance around to attack from the flanks.",
  },
  {
    "Attacks from Afar",
    "They keep their distance to attack from afar.",
  },
  {
    "Runs Away",
    "They flee any danger.",
  },
  {
    "Hugs Walls",
    "They keep close to walls.",
  },
  {
    "Peaceful",
    "They do not seek any battle.",
  },
  {
    "Commits Genocide for Profit",
    "They kill any and all, even if it nets them naught but a dirty rag.",
  },
  {
    "Peacefully Inhabits Dungeons",
    "They form the backbone of properly civilized dungeons.",
  },

};
// Definitions for DISTRIBUTION
const DISTRIBUTION_DEF
glb_distributiondefs[NUM_DISTRIBUTIONS] =
{
  {
    "Always Same",
    "exactly",
  },
  {
    "Usually Similar",
    "about",
  },
  {
    "Widely Spread",
    "a variable",
  },
  {
    "Either BIG or small",
    "a highly variable",
  },

};
// Definitions for ATTACK
const ATTACK_DEF
glb_attackdefs[NUM_ATTACKS] =
{
  {
    "attack",
    "attack",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    1,
    0,
    DISTRIBUTION_UNIFORM,
  },
  {
    "punch",
    "fists",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    3,
    0,
    DISTRIBUTION_UNIFORM,
  },
  {
    "stab",
    "bayonet",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    1,
    0,
    DISTRIBUTION_CONSTANT,
  },
  {
    "slash",
    "sword",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    2,
    0,
    DISTRIBUTION_CONSTANT,
  },
  {
    "bash",
    "broken weapon",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    5,
    -3,
    DISTRIBUTION_BIMODAL,
  },
  {
    "slash",
    "sword",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    10,
    0,
    DISTRIBUTION_GAUSSIAN,
  },
  {
    "slash",
    "sword",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    5,
    0,
    DISTRIBUTION_GAUSSIAN,
  },
  {
    "slash",
    "sword",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    15,
    0,
    DISTRIBUTION_GAUSSIAN,
  },
  {
    "slash",
    "sword",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    15,
    5,
    DISTRIBUTION_GAUSSIAN,
  },
  {
    "crush",
    "club",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    10,
    0,
    DISTRIBUTION_UNIFORM,
  },
  {
    "crush",
    "club",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    15,
    0,
    DISTRIBUTION_UNIFORM,
  },
  {
    "crush",
    "club",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    5,
    5,
    DISTRIBUTION_GAUSSIAN,
  },
  {
    "crush",
    "club",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    20,
    0,
    DISTRIBUTION_GAUSSIAN,
  },
  {
    "crush",
    "club",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    15,
    5,
    DISTRIBUTION_GAUSSIAN,
  },
  {
    "stab",
    "spear",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    10,
    0,
    DISTRIBUTION_BIMODAL,
  },
  {
    "stab",
    "spear",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    15,
    0,
    DISTRIBUTION_BIMODAL,
  },
  {
    "stab",
    "spear",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    10,
    -5,
    DISTRIBUTION_BIMODAL,
  },
  {
    "stab",
    "spear",
    EFFECT_NONE,
    ELEMENT_PHYSICAL,
    15,
    5,
    DISTRIBUTION_BIMODAL,
  },

};
// Definitions for MOB
const MOB_DEF
glb_mobdefs[NUM_MOBS] =
{
  {
    '!',
    ATTR_WHITE,
    "program error",
    "",
    false,
    ATTACK_NONE,
    false,
    ATTACK_NONE,
    0,
    4,
    '*',
    ATTR_NORMAL,
    1,
    0,
    0,
    0,
    0,
    0,
    AI_CHARGE,
    100,
    EFFECT_NONE,
    -1,
    ELEMENT_NONE,
    ELEMENT_NONE,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    100,
    false,
    0,
  },
  {
    '@',
    ATTR_NORMAL,
    "You",
    "",
    true,
    ATTACK_SWORD,
    false,
    ATTACK_NONE,
    0,
    4,
    '*',
    ATTR_NORMAL,
    5,
    50,
    0,
    0,
    0,
    100,
    AI_NONE,
    100,
    EFFECT_NONE,
    -1,
    ELEMENT_NONE,
    ELEMENT_NONE,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    100,
    false,
    0,
  },
  {
    '@',
    ATTR_CYAN,
    "cyan officer",
    "",
    true,
    ATTACK_SWORD,
    false,
    ATTACK_NONE,
    0,
    4,
    '*',
    ATTR_NORMAL,
    2,
    0,
    0,
    0,
    1,
    100,
    AI_OFFICER,
    100,
    EFFECT_NONE,
    -1,
    ELEMENT_NONE,
    ELEMENT_NONE,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    100,
    false,
    0,
  },
  {
    '@',
    ATTR_DKCYAN,
    "cyan soldier",
    "",
    true,
    ATTACK_BAYONET,
    false,
    ATTACK_NONE,
    0,
    4,
    '*',
    ATTR_NORMAL,
    2,
    0,
    0,
    0,
    1,
    100,
    AI_SOLDIER,
    100,
    EFFECT_NONE,
    -1,
    ELEMENT_NONE,
    ELEMENT_NONE,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    100,
    false,
    0,
  },
  {
    '@',
    ATTR_ORANGE,
    "orange officer",
    "",
    false,
    ATTACK_SWORD,
    false,
    ATTACK_NONE,
    0,
    4,
    '*',
    ATTR_NORMAL,
    2,
    0,
    0,
    0,
    1,
    100,
    AI_OFFICER,
    100,
    EFFECT_NONE,
    -1,
    ELEMENT_NONE,
    ELEMENT_NONE,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    100,
    false,
    0,
  },
  {
    '@',
    ATTR_DKORANGE,
    "orange soldier",
    "",
    false,
    ATTACK_BAYONET,
    false,
    ATTACK_NONE,
    0,
    4,
    '*',
    ATTR_NORMAL,
    2,
    0,
    0,
    0,
    1,
    100,
    AI_SOLDIER,
    100,
    EFFECT_NONE,
    -1,
    ELEMENT_NONE,
    ELEMENT_NONE,
    true,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    false,
    100,
    false,
    0,
  },

};
// Definitions for ARMOURSLOT
const ARMOURSLOT_DEF
glb_armourslotdefs[NUM_ARMOURSLOTS] =
{
  {
    "body",
    50,
  },

};
// Definitions for ITEMCLASS
const ITEMCLASS_DEF
glb_itemclassdefs[NUM_ITEMCLASSS] =
{
  {
    "miscellaneous",
    '~',
  },
  {
    "melee weapon",
    '(',
  },
  {
    "range weapon",
    '~',
  },
  {
    "armour",
    '[',
  },
  {
    "potion",
    '!',
  },
  {
    "spellbook",
    '=',
  },
  {
    "ring",
    '~',
  },
  {
    "food",
    '%',
  },
  {
    "furniture",
    'O',
  },

};
// Definitions for ITEM
const ITEM_DEF
glb_itemdefs[NUM_ITEMS] =
{
  {
    "Programming Error",
    -1,
    0,
    0,
    false,
    false,
    '!',
    ATTR_WHITE,
    false,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "sword",
    -1,
    100,
    1,
    false,
    false,
    ')',
    ATTR_CYAN,
    false,
    true,
    false,
    1,
    ITEMCLASS_MELEEWEAPON,
    SPELL_NONE,
    0,
    0,
    false,
    true,
    1,
    ATTACK_EDGE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "dagger",
    -1,
    100,
    1,
    false,
    false,
    ')',
    ATTR_CYAN,
    false,
    true,
    false,
    1,
    ITEMCLASS_MELEEWEAPON,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_POINT,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "club",
    -1,
    100,
    1,
    false,
    false,
    ')',
    ATTR_CYAN,
    false,
    true,
    false,
    1,
    ITEMCLASS_MELEEWEAPON,
    SPELL_NONE,
    0,
    0,
    false,
    true,
    1,
    ATTACK_BLUNT,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "chair",
    -1,
    100,
    1,
    true,
    false,
    'h',
    ATTR_BROWN,
    false,
    true,
    true,
    2,
    ITEMCLASS_FURNITURE,
    SPELL_NONE,
    0,
    0,
    false,
    true,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "table",
    -1,
    100,
    1,
    true,
    false,
    'O',
    ATTR_BROWN,
    false,
    true,
    true,
    4,
    ITEMCLASS_FURNITURE,
    SPELL_NONE,
    0,
    0,
    false,
    true,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "shelf",
    -1,
    100,
    1,
    true,
    false,
    '?',
    ATTR_BROWN,
    false,
    true,
    true,
    2,
    ITEMCLASS_FURNITURE,
    SPELL_NONE,
    0,
    0,
    false,
    true,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "bed",
    -1,
    100,
    1,
    true,
    false,
    '=',
    ATTR_BROWN,
    false,
    true,
    true,
    2,
    ITEMCLASS_FURNITURE,
    SPELL_NONE,
    0,
    0,
    false,
    true,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "statue",
    -1,
    100,
    1,
    true,
    false,
    '@',
    ATTR_BROWN,
    false,
    true,
    true,
    3,
    ITEMCLASS_FURNITURE,
    SPELL_NONE,
    0,
    0,
    false,
    true,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "MacGuffin",
    -1,
    0,
    0,
    false,
    false,
    '*',
    ATTR_YELLOW,
    false,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "corpse",
    -1,
    0,
    0,
    false,
    false,
    '%',
    ATTR_DKRED,
    false,
    false,
    false,
    1,
    ITEMCLASS_FOOD,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "coin",
    -1,
    0,
    0,
    false,
    false,
    '$',
    ATTR_GOLD,
    false,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "Running",
    -1,
    0,
    0,
    false,
    true,
    '!',
    ATTR_GREEN,
    false,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "Hasted",
    10,
    0,
    0,
    false,
    true,
    '!',
    ATTR_GREEN,
    false,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    "%S <be> sped up!",
    "%S <slow> down!",
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "Blinded",
    10,
    0,
    0,
    false,
    true,
    '&',
    ATTR_CYAN,
    true,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    "%S <be> blinded!",
    "%S can see!",
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "Enraged",
    -1,
    0,
    0,
    false,
    true,
    '&',
    ATTR_CYAN,
    true,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    "%S <be> enraged!",
    "%S <calm> down.",
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "Poisoned",
    10,
    0,
    0,
    false,
    true,
    '&',
    ATTR_CYAN,
    false,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    "%S <be> poisoned!",
    "%S <be> cured.",
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "Resist",
    10,
    0,
    0,
    false,
    true,
    '&',
    ATTR_CYAN,
    false,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    "%S <resist> %E!",
    "%S no longer <resist> %E.",
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "Vulnerable",
    10,
    0,
    0,
    false,
    true,
    '&',
    ATTR_CYAN,
    false,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    "%S <be> vulnerable to %E!",
    "%S <be> no longer vulnerable to %E.",
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "Sick",
    -1,
    0,
    0,
    false,
    true,
    '&',
    ATTR_CYAN,
    true,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    "%S <fall> sick.",
    "%S <get> well.",
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "Slow",
    4,
    0,
    0,
    false,
    true,
    '&',
    ATTR_CYAN,
    true,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    "%r muscles slow.",
    "%S <regain> normal movement.",
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "Invulnerability",
    50,
    0,
    0,
    false,
    true,
    '&',
    ATTR_CYAN,
    false,
    false,
    false,
    1,
    ITEMCLASS_NONE,
    SPELL_NONE,
    "%S <become> invulnerable.",
    "%S <feel> vulnerable.",
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "red book",
    -1,
    100,
    1,
    false,
    false,
    '=',
    ATTR_RED,
    false,
    false,
    false,
    1,
    ITEMCLASS_SPELLBOOK,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "green tome",
    -1,
    100,
    2,
    false,
    false,
    '=',
    ATTR_GREEN,
    false,
    false,
    false,
    1,
    ITEMCLASS_SPELLBOOK,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "orange novel",
    -1,
    100,
    3,
    false,
    false,
    '=',
    ATTR_ORANGE,
    false,
    false,
    false,
    1,
    ITEMCLASS_SPELLBOOK,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "yellow grimoire",
    -1,
    100,
    4,
    false,
    false,
    '=',
    ATTR_YELLOW,
    false,
    false,
    false,
    1,
    ITEMCLASS_SPELLBOOK,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "white text",
    -1,
    100,
    5,
    false,
    false,
    '=',
    ATTR_WHITE,
    false,
    false,
    false,
    1,
    ITEMCLASS_SPELLBOOK,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "glowing scroll",
    -1,
    100,
    6,
    false,
    false,
    '=',
    ATTR_FIRE,
    false,
    false,
    false,
    1,
    ITEMCLASS_SPELLBOOK,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "poisonous pages",
    -1,
    100,
    7,
    false,
    false,
    '=',
    ATTR_CYAN,
    false,
    false,
    false,
    1,
    ITEMCLASS_SPELLBOOK,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "mundane writings",
    -1,
    100,
    8,
    false,
    false,
    '=',
    ATTR_GREY,
    false,
    false,
    false,
    1,
    ITEMCLASS_SPELLBOOK,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "penultimate poetry",
    -1,
    100,
    9,
    false,
    false,
    '=',
    ATTR_PURPLE,
    false,
    false,
    false,
    1,
    ITEMCLASS_SPELLBOOK,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "red potion",
    -1,
    100,
    1,
    false,
    false,
    '!',
    ATTR_RED,
    false,
    false,
    false,
    1,
    ITEMCLASS_POTION,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "yellow potion",
    -1,
    100,
    1,
    false,
    false,
    '!',
    ATTR_YELLOW,
    false,
    false,
    false,
    1,
    ITEMCLASS_POTION,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "green potion",
    -1,
    100,
    1,
    false,
    false,
    '!',
    ATTR_GREEN,
    false,
    false,
    false,
    1,
    ITEMCLASS_POTION,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "blue potion",
    -1,
    100,
    1,
    false,
    false,
    '!',
    ATTR_BLUE,
    false,
    false,
    false,
    1,
    ITEMCLASS_POTION,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "purple potion",
    -1,
    100,
    1,
    false,
    false,
    '!',
    ATTR_PURPLE,
    false,
    false,
    false,
    1,
    ITEMCLASS_POTION,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "white potion",
    -1,
    100,
    1,
    false,
    false,
    '!',
    ATTR_WHITE,
    false,
    false,
    false,
    1,
    ITEMCLASS_POTION,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "glowing potion",
    -1,
    100,
    1,
    false,
    false,
    '!',
    ATTR_BLUEPORTAL,
    false,
    false,
    false,
    1,
    ITEMCLASS_POTION,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },
  {
    "cyan potion",
    -1,
    100,
    1,
    false,
    false,
    '!',
    ATTR_CYAN,
    false,
    false,
    false,
    1,
    ITEMCLASS_POTION,
    SPELL_NONE,
    0,
    0,
    false,
    false,
    1,
    ATTACK_NONE,
    0,
    ARMOURSLOT_NONE,
    0,
    0,
    0,
    1,
    "shoot",
    '*',
    ATTR_NORMAL,
    ITEM_NONE,
    false,
    false,
  },

};
// Definitions for SPELL
const SPELL_DEF
glb_spelldefs[NUM_SPELLS] =
{
  {
    "unnamed",
    "zap",
    "~~~",
    "Does nothing.",
    '*',
    ATTR_FIRE,
    0,
    true,
    false,
    1,
    10,
    EFFECT_NONE,
    ITEM_NONE,
  },

};
// Definitions for RING
const RING_DEF
glb_ringdefs[NUM_RINGS] =
{
  {
    "plain ring",
    ELEMENT_NONE,
    0,
    0,
  },

};
// Definitions for POTION
const POTION_DEF
glb_potiondefs[NUM_POTIONS] =
{
  {
    "water",
    EFFECT_NONE,
  },
  {
    "potion of speed",
    EFFECT_POTION_SPEED,
  },
  {
    "healing potion",
    EFFECT_POTION_HEAL,
  },
  {
    "greater healing potion",
    EFFECT_POTION_GREATERHEAL,
  },
  {
    "vial of acid vulnerability",
    EFFECT_POTION_ACIDVULN,
  },
  {
    "oil of acid resistance",
    EFFECT_POTION_ACIDRESIST,
  },
  {
    "bottle of acid",
    EFFECT_POTION_ACID,
  },
  {
    "poison potion",
    EFFECT_POTION_POISON,
  },
  {
    "cure potion",
    EFFECT_POTION_CURE,
  },

};
// Definitions for MATERIAL
const MATERIAL_DEF
glb_materialdefs[NUM_MATERIALS] =
{
  {
    "plogiston",
    "ether",
    false,
    0,
    ATTR_WHITE,
    false,
    false,
  },
  {
    "wood",
    "wooden",
    false,
    0,
    ATTR_BROWN,
    true,
    false,
  },
  {
    "stone",
    "stone",
    false,
    2,
    ATTR_DKGREY,
    false,
    false,
  },
  {
    "iron",
    "iron",
    true,
    3,
    ATTR_GREY,
    false,
    true,
  },
  {
    "silver",
    "silver",
    true,
    3,
    ATTR_WHITE,
    false,
    false,
  },
  {
    "steel",
    "steel",
    true,
    4,
    ATTR_CYAN,
    false,
    true,
  },
  {
    "gold",
    "gold",
    true,
    4,
    ATTR_GOLD,
    false,
    false,
  },
  {
    "aluminum",
    "aluminum",
    true,
    5,
    ATTR_LTGREY,
    false,
    false,
  },
  {
    "titanium",
    "titanium",
    true,
    5,
    ATTR_LIGHTBLUE,
    false,
    false,
  },

};
// Definitions for KEY
const KEY_DEF
glb_keydefs[NUM_KEYS] =
{
  {
    'k',
  },
  {
    'u',
  },
  {
    'y',
  },
  {
    'j',
  },
  {
    'n',
  },
  {
    'b',
  },
  {
    'w',
  },
  {
    'l',
  },
  {
    'h',
  },
  {
    'o',
  },
  {
    's',
  },
  {
    'c',
  },
  {
    't',
  },
  {
    'r',
  },
  {
    'z',
  },

};
