Difference between revisions of "Source:NetHack 3.6.0/include/objclass.h"

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(Created page with "__MIXEDSYNTAXHIGHLIGHT__ Below is the full text to '''objclass.h''' from the source code of NetHack 3.6.0. To link to a particular line, writ...")
 
 
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{{NGPL}}
 
{{NGPL}}
  <span id="line1">1.   /* NetHack 3.6 objclass.h $NHDT-Date: 1447755971 2015/11/17 10:26:11 $  $NHDT-Branch: master $:$NHDT-Revision: 1.15 $ */</span>
+
  <span id="line1">1. /* NetHack 3.6 objclass.h $NHDT-Date: 1447755971 2015/11/17 10:26:11 $  $NHDT-Branch: master $:$NHDT-Revision: 1.15 $ */</span>
  <span id="line2">2.   /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */</span>
+
  <span id="line2">2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */</span>
  <span id="line3">3.   /* NetHack may be freely redistributed.  See license for details. */</span>
+
  <span id="line3">3. /* NetHack may be freely redistributed.  See license for details. */</span>
  <span id="line4">4.   </span>
+
  <span id="line4">4. </span>
  <span id="line5">5.   #ifndef OBJCLASS_H</span>
+
  <span id="line5">5. #ifndef OBJCLASS_H</span>
  <span id="line6">6.   #define OBJCLASS_H</span>
+
  <span id="line6">6. #define OBJCLASS_H</span>
  <span id="line7">7.   </span>
+
  <span id="line7">7. </span>
  <span id="line8">8.   /* definition of a class of objects */</span>
+
  <span id="line8">8. /* definition of a class of objects */</span>
  <span id="line9">9.   </span>
+
  <span id="line9">9. </span>
  <span id="line10">10.   struct objclass {</span>
+
  <span id="line10">10. struct objclass {</span>
  <span id="line11">11.       short oc_name_idx;  /* index of actual name */</span>
+
  <span id="line11">11.     short oc_name_idx;  /* index of actual name */</span>
  <span id="line12">12.       short oc_descr_idx; /* description when name unknown */</span>
+
  <span id="line12">12.     short oc_descr_idx; /* description when name unknown */</span>
  <span id="line13">13.       char *oc_uname;    /* called by user */</span>
+
  <span id="line13">13.     char *oc_uname;    /* called by user */</span>
  <span id="line14">14.       Bitfield(oc_name_known, 1);</span>
+
  <span id="line14">14.     Bitfield(oc_name_known, 1);</span>
  <span id="line15">15.       Bitfield(oc_merge, 1);      /* merge otherwise equal objects */</span>
+
  <span id="line15">15.     Bitfield(oc_merge, 1);      /* merge otherwise equal objects */</span>
  <span id="line16">16.       Bitfield(oc_uses_known, 1); /* obj->known affects full description */</span>
+
  <span id="line16">16.     Bitfield(oc_uses_known, 1); /* obj->known affects full description */</span>
  <span id="line17">17.                                   /* otherwise, obj->dknown and obj->bknown */</span>
+
  <span id="line17">17.                                 /* otherwise, obj->dknown and obj->bknown */</span>
  <span id="line18">18.                                   /* tell all, and obj->known should always */</span>
+
  <span id="line18">18.                                 /* tell all, and obj->known should always */</span>
  <span id="line19">19.                                   /* be set for proper merging behavior */</span>
+
  <span id="line19">19.                                 /* be set for proper merging behavior */</span>
  <span id="line20">20.       Bitfield(oc_pre_discovered, 1); /* Already known at start of game; */</span>
+
  <span id="line20">20.     Bitfield(oc_pre_discovered, 1); /* Already known at start of game; */</span>
  <span id="line21">21.       /* won't be listed as a discovery. */</span>
+
  <span id="line21">21.     /* won't be listed as a discovery. */</span>
  <span id="line22">22.       Bitfield(oc_magic, 1);  /* inherently magical object */</span>
+
  <span id="line22">22.     Bitfield(oc_magic, 1);  /* inherently magical object */</span>
  <span id="line23">23.       Bitfield(oc_charged, 1); /* may have +n or (n) charges */</span>
+
  <span id="line23">23.     Bitfield(oc_charged, 1); /* may have +n or (n) charges */</span>
  <span id="line24">24.       Bitfield(oc_unique, 1);  /* special one-of-a-kind object */</span>
+
  <span id="line24">24.     Bitfield(oc_unique, 1);  /* special one-of-a-kind object */</span>
  <span id="line25">25.       Bitfield(oc_nowish, 1);  /* cannot wish for this object */</span>
+
  <span id="line25">25.     Bitfield(oc_nowish, 1);  /* cannot wish for this object */</span>
  <span id="line26">26.   </span>
+
  <span id="line26">26. </span>
  <span id="line27">27.       Bitfield(oc_big, 1);</span>
+
  <span id="line27">27.     Bitfield(oc_big, 1);</span>
  <span id="line28">28.   #define oc_bimanual oc_big /* for weapons & tools used as weapons */</span>
+
  <span id="line28">28. #define oc_bimanual oc_big /* for weapons & tools used as weapons */</span>
  <span id="line29">29.   #define oc_bulky oc_big    /* for armor */</span>
+
  <span id="line29">29. #define oc_bulky oc_big    /* for armor */</span>
  <span id="line30">30.       Bitfield(oc_tough, 1); /* hard gems/rings */</span>
+
  <span id="line30">30.     Bitfield(oc_tough, 1); /* hard gems/rings */</span>
  <span id="line31">31.   </span>
+
  <span id="line31">31. </span>
  <span id="line32">32.       Bitfield(oc_dir, 2);</span>
+
  <span id="line32">32.     Bitfield(oc_dir, 2);</span>
  <span id="line33">33.   #define NODIR 1    /* for wands/spells: non-directional */</span>
+
  <span id="line33">33. #define NODIR 1    /* for wands/spells: non-directional */</span>
  <span id="line34">34.   #define IMMEDIATE 2 /*              directional */</span>
+
  <span id="line34">34. #define IMMEDIATE 2 /*              directional */</span>
  <span id="line35">35.   #define RAY 3      /*              zap beams */</span>
+
  <span id="line35">35. #define RAY 3      /*              zap beams */</span>
  <span id="line36">36.   </span>
+
  <span id="line36">36. </span>
  <span id="line37">37.   #define PIERCE 1 /* for weapons & tools used as weapons */</span>
+
  <span id="line37">37. #define PIERCE 1 /* for weapons & tools used as weapons */</span>
  <span id="line38">38.   #define SLASH 2  /* (latter includes iron ball & chain) */</span>
+
  <span id="line38">38. #define SLASH 2  /* (latter includes iron ball & chain) */</span>
  <span id="line39">39.   #define WHACK 0</span>
+
  <span id="line39">39. #define WHACK 0</span>
  <span id="line40">40.   </span>
+
  <span id="line40">40. </span>
  <span id="line41">41.       /*Bitfield(oc_subtyp,3);*/ /* Now too big for a bitfield... see below */</span>
+
  <span id="line41">41.     /*Bitfield(oc_subtyp,3);*/ /* Now too big for a bitfield... see below */</span>
  <span id="line42">42.   </span>
+
  <span id="line42">42. </span>
  <span id="line43">43.       Bitfield(oc_material, 5);</span>
+
  <span id="line43">43.     Bitfield(oc_material, 5);</span>
  <span id="line44">44.   #define LIQUID 1 /* currently only for venom */</span>
+
  <span id="line44">44. #define LIQUID 1 /* currently only for venom */</span>
  <span id="line45">45.   #define WAX 2</span>
+
  <span id="line45">45. #define WAX 2</span>
  <span id="line46">46.   #define VEGGY 3 /* foodstuffs */</span>
+
  <span id="line46">46. #define VEGGY 3 /* foodstuffs */</span>
  <span id="line47">47.   #define FLESH 4 /*  ditto    */</span>
+
  <span id="line47">47. #define FLESH 4 /*  ditto    */</span>
  <span id="line48">48.   #define PAPER 5</span>
+
  <span id="line48">48. #define PAPER 5</span>
  <span id="line49">49.   #define CLOTH 6</span>
+
  <span id="line49">49. #define CLOTH 6</span>
  <span id="line50">50.   #define LEATHER 7</span>
+
  <span id="line50">50. #define LEATHER 7</span>
  <span id="line51">51.   #define WOOD 8</span>
+
  <span id="line51">51. #define WOOD 8</span>
  <span id="line52">52.   #define BONE 9</span>
+
  <span id="line52">52. #define BONE 9</span>
  <span id="line53">53.   #define DRAGON_HIDE 10 /* not leather! */</span>
+
  <span id="line53">53. #define DRAGON_HIDE 10 /* not leather! */</span>
  <span id="line54">54.   #define IRON 11        /* Fe - includes steel */</span>
+
  <span id="line54">54. #define IRON 11        /* Fe - includes steel */</span>
  <span id="line55">55.   #define METAL 12      /* Sn, &c. */</span>
+
  <span id="line55">55. #define METAL 12      /* Sn, &c. */</span>
  <span id="line56">56.   #define COPPER 13      /* Cu - includes brass */</span>
+
  <span id="line56">56. #define COPPER 13      /* Cu - includes brass */</span>
  <span id="line57">57.   #define SILVER 14      /* Ag */</span>
+
  <span id="line57">57. #define SILVER 14      /* Ag */</span>
  <span id="line58">58.   #define GOLD 15        /* Au */</span>
+
  <span id="line58">58. #define GOLD 15        /* Au */</span>
  <span id="line59">59.   #define PLATINUM 16    /* Pt */</span>
+
  <span id="line59">59. #define PLATINUM 16    /* Pt */</span>
  <span id="line60">60.   #define MITHRIL 17</span>
+
  <span id="line60">60. #define MITHRIL 17</span>
  <span id="line61">61.   #define PLASTIC 18</span>
+
  <span id="line61">61. #define PLASTIC 18</span>
  <span id="line62">62.   #define GLASS 19</span>
+
  <span id="line62">62. #define GLASS 19</span>
  <span id="line63">63.   #define GEMSTONE 20</span>
+
  <span id="line63">63. #define GEMSTONE 20</span>
  <span id="line64">64.   #define MINERAL 21</span>
+
  <span id="line64">64. #define MINERAL 21</span>
  <span id="line65">65.   </span>
+
  <span id="line65">65. </span>
  <span id="line66">66.   #define is_organic(otmp) (objects[otmp->otyp].oc_material <= WOOD)</span>
+
  <span id="line66">66. #define is_organic(otmp) (objects[otmp->otyp].oc_material <= WOOD)</span>
  <span id="line67">67.   #define is_metallic(otmp)                    \</span>
+
  <span id="line67">67. #define is_metallic(otmp)                    \</span>
  <span id="line68">68.       (objects[otmp->otyp].oc_material >= IRON \</span>
+
  <span id="line68">68.     (objects[otmp->otyp].oc_material >= IRON \</span>
  <span id="line69">69.       && objects[otmp->otyp].oc_material <= MITHRIL)</span>
+
  <span id="line69">69.     && objects[otmp->otyp].oc_material <= MITHRIL)</span>
  <span id="line70">70.   </span>
+
  <span id="line70">70. </span>
  <span id="line71">71.   /* primary damage: fire/rust/--- */</span>
+
  <span id="line71">71. /* primary damage: fire/rust/--- */</span>
  <span id="line72">72.   /* is_flammable(otmp), is_rottable(otmp) in mkobj.c */</span>
+
  <span id="line72">72. /* is_flammable(otmp), is_rottable(otmp) in mkobj.c */</span>
  <span id="line73">73.   #define is_rustprone(otmp) (objects[otmp->otyp].oc_material == IRON)</span>
+
  <span id="line73">73. #define is_rustprone(otmp) (objects[otmp->otyp].oc_material == IRON)</span>
  <span id="line74">74.   </span>
+
  <span id="line74">74. </span>
  <span id="line75">75.   /* secondary damage: rot/acid/acid */</span>
+
  <span id="line75">75. /* secondary damage: rot/acid/acid */</span>
  <span id="line76">76.   #define is_corrodeable(otmp)                  \</span>
+
  <span id="line76">76. #define is_corrodeable(otmp)                  \</span>
  <span id="line77">77.       (objects[otmp->otyp].oc_material == COPPER \</span>
+
  <span id="line77">77.     (objects[otmp->otyp].oc_material == COPPER \</span>
  <span id="line78">78.       || objects[otmp->otyp].oc_material == IRON)</span>
+
  <span id="line78">78.     || objects[otmp->otyp].oc_material == IRON)</span>
  <span id="line79">79.   </span>
+
  <span id="line79">79. </span>
  <span id="line80">80.   #define is_damageable(otmp)                                        \</span>
+
  <span id="line80">80. #define is_damageable(otmp)                                        \</span>
  <span id="line81">81.       (is_rustprone(otmp) || is_flammable(otmp) || is_rottable(otmp) \</span>
+
  <span id="line81">81.     (is_rustprone(otmp) || is_flammable(otmp) || is_rottable(otmp) \</span>
  <span id="line82">82.       || is_corrodeable(otmp))</span>
+
  <span id="line82">82.     || is_corrodeable(otmp))</span>
  <span id="line83">83.   </span>
+
  <span id="line83">83. </span>
  <span id="line84">84.       schar oc_subtyp;</span>
+
  <span id="line84">84.     schar oc_subtyp;</span>
  <span id="line85">85.   #define oc_skill oc_subtyp  /* Skills of weapons, spellbooks, tools, gems */</span>
+
  <span id="line85">85. #define oc_skill oc_subtyp  /* Skills of weapons, spellbooks, tools, gems */</span>
  <span id="line86">86.   #define oc_armcat oc_subtyp /* for armor */</span>
+
  <span id="line86">86. #define oc_armcat oc_subtyp /* for armor */</span>
  <span id="line87">87.   #define ARM_SHIELD 1        /* needed for special wear function */</span>
+
  <span id="line87">87. #define ARM_SHIELD 1        /* needed for special wear function */</span>
  <span id="line88">88.   #define ARM_HELM 2</span>
+
  <span id="line88">88. #define ARM_HELM 2</span>
  <span id="line89">89.   #define ARM_GLOVES 3</span>
+
  <span id="line89">89. #define ARM_GLOVES 3</span>
  <span id="line90">90.   #define ARM_BOOTS 4</span>
+
  <span id="line90">90. #define ARM_BOOTS 4</span>
  <span id="line91">91.   #define ARM_CLOAK 5</span>
+
  <span id="line91">91. #define ARM_CLOAK 5</span>
  <span id="line92">92.   #define ARM_SHIRT 6</span>
+
  <span id="line92">92. #define ARM_SHIRT 6</span>
  <span id="line93">93.   #define ARM_SUIT 0</span>
+
  <span id="line93">93. #define ARM_SUIT 0</span>
  <span id="line94">94.   </span>
+
  <span id="line94">94. </span>
  <span id="line95">95.       uchar oc_oprop; /* property (invis, &c.) conveyed */</span>
+
  <span id="line95">95.     uchar oc_oprop; /* property (invis, &c.) conveyed */</span>
  <span id="line96">96.       char oc_class;  /* object class */</span>
+
  <span id="line96">96.     char oc_class;  /* object class */</span>
  <span id="line97">97.       schar oc_delay; /* delay when using such an object */</span>
+
  <span id="line97">97.     schar oc_delay; /* delay when using such an object */</span>
  <span id="line98">98.       uchar oc_color; /* color of the object */</span>
+
  <span id="line98">98.     uchar oc_color; /* color of the object */</span>
  <span id="line99">99.   </span>
+
  <span id="line99">99. </span>
  <span id="line100">100.     short oc_prob;            /* probability, used in mkobj() */</span>
+
  <span id="line100">100.     short oc_prob;            /* probability, used in mkobj() */</span>
  <span id="line101">101.     unsigned short oc_weight; /* encumbrance (1 cn = 0.1 lb.) */</span>
+
  <span id="line101">101.     unsigned short oc_weight; /* encumbrance (1 cn = 0.1 lb.) */</span>
  <span id="line102">102.     short oc_cost;            /* base cost in shops */</span>
+
  <span id="line102">102.     short oc_cost;            /* base cost in shops */</span>
  <span id="line103">103.     /* Check the AD&D rules!  The FIRST is small monster damage. */</span>
+
  <span id="line103">103.     /* Check the AD&D rules!  The FIRST is small monster damage. */</span>
  <span id="line104">104.     /* for weapons, and tools, rocks, and gems useful as weapons */</span>
+
  <span id="line104">104.     /* for weapons, and tools, rocks, and gems useful as weapons */</span>
  <span id="line105">105.     schar oc_wsdam, oc_wldam; /* max small/large monster damage */</span>
+
  <span id="line105">105.     schar oc_wsdam, oc_wldam; /* max small/large monster damage */</span>
  <span id="line106">106.     schar oc_oc1, oc_oc2;</span>
+
  <span id="line106">106.     schar oc_oc1, oc_oc2;</span>
  <span id="line107">107. #define oc_hitbon oc_oc1 /* weapons: "to hit" bonus */</span>
+
  <span id="line107">107. #define oc_hitbon oc_oc1 /* weapons: "to hit" bonus */</span>
  <span id="line108">108. </span>
+
  <span id="line108">108. </span>
  <span id="line109">109. #define a_ac oc_oc1    /* armor class, used in ARM_BONUS in do.c */</span>
+
  <span id="line109">109. #define a_ac oc_oc1    /* armor class, used in ARM_BONUS in do.c */</span>
  <span id="line110">110. #define a_can oc_oc2    /* armor: used in mhitu.c */</span>
+
  <span id="line110">110. #define a_can oc_oc2    /* armor: used in mhitu.c */</span>
  <span id="line111">111. #define oc_level oc_oc2 /* books: spell level */</span>
+
  <span id="line111">111. #define oc_level oc_oc2 /* books: spell level */</span>
  <span id="line112">112. </span>
+
  <span id="line112">112. </span>
  <span id="line113">113.     unsigned short oc_nutrition; /* food value */</span>
+
  <span id="line113">113.     unsigned short oc_nutrition; /* food value */</span>
  <span id="line114">114. };</span>
+
  <span id="line114">114. };</span>
  <span id="line115">115. </span>
+
  <span id="line115">115. </span>
  <span id="line116">116. struct class_sym {</span>
+
  <span id="line116">116. struct class_sym {</span>
  <span id="line117">117.     char sym;</span>
+
  <span id="line117">117.     char sym;</span>
  <span id="line118">118.     const char *name;</span>
+
  <span id="line118">118.     const char *name;</span>
  <span id="line119">119.     const char *explain;</span>
+
  <span id="line119">119.     const char *explain;</span>
  <span id="line120">120. };</span>
+
  <span id="line120">120. };</span>
  <span id="line121">121. </span>
+
  <span id="line121">121. </span>
  <span id="line122">122. struct objdescr {</span>
+
  <span id="line122">122. struct objdescr {</span>
  <span id="line123">123.     const char *oc_name;  /* actual name */</span>
+
  <span id="line123">123.     const char *oc_name;  /* actual name */</span>
  <span id="line124">124.     const char *oc_descr; /* description when name unknown */</span>
+
  <span id="line124">124.     const char *oc_descr; /* description when name unknown */</span>
  <span id="line125">125. };</span>
+
  <span id="line125">125. };</span>
  <span id="line126">126. </span>
+
  <span id="line126">126. </span>
  <span id="line127">127. extern NEARDATA struct objclass objects[];</span>
+
  <span id="line127">127. extern NEARDATA struct objclass objects[];</span>
  <span id="line128">128. extern NEARDATA struct objdescr obj_descr[];</span>
+
  <span id="line128">128. extern NEARDATA struct objdescr obj_descr[];</span>
  <span id="line129">129. </span>
+
  <span id="line129">129. </span>
  <span id="line130">130. /*</span>
+
  <span id="line130">130. /*</span>
  <span id="line131">131.   * All objects have a class. Make sure that all classes have a corresponding</span>
+
  <span id="line131">131.  * All objects have a class. Make sure that all classes have a corresponding</span>
  <span id="line132">132.   * symbol below.</span>
+
  <span id="line132">132.  * symbol below.</span>
  <span id="line133">133.   */</span>
+
  <span id="line133">133.  */</span>
  <span id="line134">134. #define RANDOM_CLASS 0 /* used for generating random objects */</span>
+
  <span id="line134">134. #define RANDOM_CLASS 0 /* used for generating random objects */</span>
  <span id="line135">135. #define ILLOBJ_CLASS 1</span>
+
  <span id="line135">135. #define ILLOBJ_CLASS 1</span>
  <span id="line136">136. #define WEAPON_CLASS 2</span>
+
  <span id="line136">136. #define WEAPON_CLASS 2</span>
  <span id="line137">137. #define ARMOR_CLASS 3</span>
+
  <span id="line137">137. #define ARMOR_CLASS 3</span>
  <span id="line138">138. #define RING_CLASS 4</span>
+
  <span id="line138">138. #define RING_CLASS 4</span>
  <span id="line139">139. #define AMULET_CLASS 5</span>
+
  <span id="line139">139. #define AMULET_CLASS 5</span>
  <span id="line140">140. #define TOOL_CLASS 6</span>
+
  <span id="line140">140. #define TOOL_CLASS 6</span>
  <span id="line141">141. #define FOOD_CLASS 7</span>
+
  <span id="line141">141. #define FOOD_CLASS 7</span>
  <span id="line142">142. #define POTION_CLASS 8</span>
+
  <span id="line142">142. #define POTION_CLASS 8</span>
  <span id="line143">143. #define SCROLL_CLASS 9</span>
+
  <span id="line143">143. #define SCROLL_CLASS 9</span>
  <span id="line144">144. #define SPBOOK_CLASS 10 /* actually SPELL-book */</span>
+
  <span id="line144">144. #define SPBOOK_CLASS 10 /* actually SPELL-book */</span>
  <span id="line145">145. #define WAND_CLASS 11</span>
+
  <span id="line145">145. #define WAND_CLASS 11</span>
  <span id="line146">146. #define COIN_CLASS 12</span>
+
  <span id="line146">146. #define COIN_CLASS 12</span>
  <span id="line147">147. #define GEM_CLASS 13</span>
+
  <span id="line147">147. #define GEM_CLASS 13</span>
  <span id="line148">148. #define ROCK_CLASS 14</span>
+
  <span id="line148">148. #define ROCK_CLASS 14</span>
  <span id="line149">149. #define BALL_CLASS 15</span>
+
  <span id="line149">149. #define BALL_CLASS 15</span>
  <span id="line150">150. #define CHAIN_CLASS 16</span>
+
  <span id="line150">150. #define CHAIN_CLASS 16</span>
  <span id="line151">151. #define VENOM_CLASS 17</span>
+
  <span id="line151">151. #define VENOM_CLASS 17</span>
  <span id="line152">152. #define MAXOCLASSES 18</span>
+
  <span id="line152">152. #define MAXOCLASSES 18</span>
  <span id="line153">153. </span>
+
  <span id="line153">153. </span>
  <span id="line154">154. #define ALLOW_COUNT (MAXOCLASSES + 1) /* Can be used in the object class    */</span>
+
  <span id="line154">154. #define ALLOW_COUNT (MAXOCLASSES + 1) /* Can be used in the object class    */</span>
  <span id="line155">155. #define ALL_CLASSES (MAXOCLASSES + 2) /* input to getobj().                */</span>
+
  <span id="line155">155. #define ALL_CLASSES (MAXOCLASSES + 2) /* input to getobj().                */</span>
  <span id="line156">156. #define ALLOW_NONE  (MAXOCLASSES + 3)</span>
+
  <span id="line156">156. #define ALLOW_NONE  (MAXOCLASSES + 3)</span>
  <span id="line157">157. </span>
+
  <span id="line157">157. </span>
  <span id="line158">158. #define BURNING_OIL (MAXOCLASSES + 1) /* Can be used as input to explode.  */</span>
+
  <span id="line158">158. #define BURNING_OIL (MAXOCLASSES + 1) /* Can be used as input to explode.  */</span>
  <span id="line159">159. #define MON_EXPLODE (MAXOCLASSES + 2) /* Exploding monster (e.g. gas spore) */</span>
+
  <span id="line159">159. #define MON_EXPLODE (MAXOCLASSES + 2) /* Exploding monster (e.g. gas spore) */</span>
  <span id="line160">160. </span>
+
  <span id="line160">160. </span>
  <span id="line161">161. #if 0 /* moved to decl.h so that makedefs.c won't see them */</span>
+
  <span id="line161">161. #if 0 /* moved to decl.h so that makedefs.c won't see them */</span>
  <span id="line162">162. extern const struct class_sym</span>
+
  <span id="line162">162. extern const struct class_sym</span>
  <span id="line163">163.         def_oc_syms[MAXOCLASSES];      /* default class symbols */</span>
+
  <span id="line163">163.         def_oc_syms[MAXOCLASSES];      /* default class symbols */</span>
  <span id="line164">164. extern uchar oc_syms[MAXOCLASSES];      /* current class symbols */</span>
+
  <span id="line164">164. extern uchar oc_syms[MAXOCLASSES];      /* current class symbols */</span>
  <span id="line165">165. #endif</span>
+
  <span id="line165">165. #endif</span>
  <span id="line166">166. </span>
+
  <span id="line166">166. </span>
  <span id="line167">167. /* Default definitions of all object-symbols (must match classes above). */</span>
+
  <span id="line167">167. /* Default definitions of all object-symbols (must match classes above). */</span>
  <span id="line168">168. </span>
+
  <span id="line168">168. </span>
  <span id="line169">169. #define ILLOBJ_SYM ']' /* also used for mimics */</span>
+
  <span id="line169">169. #define ILLOBJ_SYM ']' /* also used for mimics */</span>
  <span id="line170">170. #define WEAPON_SYM ')'</span>
+
  <span id="line170">170. #define WEAPON_SYM ')'</span>
  <span id="line171">171. #define ARMOR_SYM '['</span>
+
  <span id="line171">171. #define ARMOR_SYM '['</span>
  <span id="line172">172. #define RING_SYM '='</span>
+
  <span id="line172">172. #define RING_SYM '='</span>
  <span id="line173">173. #define AMULET_SYM '"'</span>
+
  <span id="line173">173. #define AMULET_SYM '"'</span>
  <span id="line174">174. #define TOOL_SYM '('</span>
+
  <span id="line174">174. #define TOOL_SYM '('</span>
  <span id="line175">175. #define FOOD_SYM '%'</span>
+
  <span id="line175">175. #define FOOD_SYM '%'</span>
  <span id="line176">176. #define POTION_SYM '!'</span>
+
  <span id="line176">176. #define POTION_SYM '!'</span>
  <span id="line177">177. #define SCROLL_SYM '?'</span>
+
  <span id="line177">177. #define SCROLL_SYM '?'</span>
  <span id="line178">178. #define SPBOOK_SYM '+'</span>
+
  <span id="line178">178. #define SPBOOK_SYM '+'</span>
  <span id="line179">179. #define WAND_SYM '/'</span>
+
  <span id="line179">179. #define WAND_SYM '/'</span>
  <span id="line180">180. #define GOLD_SYM '$'</span>
+
  <span id="line180">180. #define GOLD_SYM '$'</span>
  <span id="line181">181. #define GEM_SYM '*'</span>
+
  <span id="line181">181. #define GEM_SYM '*'</span>
  <span id="line182">182. #define ROCK_SYM '`'</span>
+
  <span id="line182">182. #define ROCK_SYM '`'</span>
  <span id="line183">183. #define BALL_SYM '0'</span>
+
  <span id="line183">183. #define BALL_SYM '0'</span>
  <span id="line184">184. #define CHAIN_SYM '_'</span>
+
  <span id="line184">184. #define CHAIN_SYM '_'</span>
  <span id="line185">185. #define VENOM_SYM '.'</span>
+
  <span id="line185">185. #define VENOM_SYM '.'</span>
  <span id="line186">186. </span>
+
  <span id="line186">186. </span>
  <span id="line187">187. struct fruit {</span>
+
  <span id="line187">187. struct fruit {</span>
  <span id="line188">188.     char fname[PL_FSIZ];</span>
+
  <span id="line188">188.     char fname[PL_FSIZ];</span>
  <span id="line189">189.     int fid;</span>
+
  <span id="line189">189.     int fid;</span>
  <span id="line190">190.     struct fruit *nextf;</span>
+
  <span id="line190">190.     struct fruit *nextf;</span>
  <span id="line191">191. };</span>
+
  <span id="line191">191. };</span>
  <span id="line192">192. #define newfruit() (struct fruit *) alloc(sizeof(struct fruit))</span>
+
  <span id="line192">192. #define newfruit() (struct fruit *) alloc(sizeof(struct fruit))</span>
  <span id="line193">193. #define dealloc_fruit(rind) free((genericptr_t)(rind))</span>
+
  <span id="line193">193. #define dealloc_fruit(rind) free((genericptr_t)(rind))</span>
  <span id="line194">194. </span>
+
  <span id="line194">194. </span>
  <span id="line195">195. #define OBJ_NAME(obj) (obj_descr[(obj).oc_name_idx].oc_name)</span>
+
  <span id="line195">195. #define OBJ_NAME(obj) (obj_descr[(obj).oc_name_idx].oc_name)</span>
  <span id="line196">196. #define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)</span>
+
  <span id="line196">196. #define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)</span>
  <span id="line197">197. #endif /* OBJCLASS_H */</span>
+
  <span id="line197">197. #endif /* OBJCLASS_H */</span>
 
[[Category:NetHack 3.6.0 source code|include/objclass.h]]
 
[[Category:NetHack 3.6.0 source code|include/objclass.h]]

Latest revision as of 13:35, 15 December 2015

Below is the full text to objclass.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/objclass.h#line123]], for example.

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

 /* NetHack 3.6	objclass.h	$NHDT-Date: 1447755971 2015/11/17 10:26:11 $  $NHDT-Branch: master $:$NHDT-Revision: 1.15 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #ifndef OBJCLASS_H
 #define OBJCLASS_H
 
 /* definition of a class of objects */
 
 struct objclass {
     short oc_name_idx;  /* index of actual name */
     short oc_descr_idx; /* description when name unknown */
     char *oc_uname;     /* called by user */
     Bitfield(oc_name_known, 1);
     Bitfield(oc_merge, 1);      /* merge otherwise equal objects */
     Bitfield(oc_uses_known, 1); /* obj->known affects full description */
                                 /* otherwise, obj->dknown and obj->bknown */
                                 /* tell all, and obj->known should always */
                                 /* be set for proper merging behavior */
     Bitfield(oc_pre_discovered, 1); /* Already known at start of game; */
     /* won't be listed as a discovery. */
     Bitfield(oc_magic, 1);   /* inherently magical object */
     Bitfield(oc_charged, 1); /* may have +n or (n) charges */
     Bitfield(oc_unique, 1);  /* special one-of-a-kind object */
     Bitfield(oc_nowish, 1);  /* cannot wish for this object */
 
     Bitfield(oc_big, 1);
 #define oc_bimanual oc_big /* for weapons & tools used as weapons */
 #define oc_bulky oc_big    /* for armor */
     Bitfield(oc_tough, 1); /* hard gems/rings */
 
     Bitfield(oc_dir, 2);
 #define NODIR 1     /* for wands/spells: non-directional */
 #define IMMEDIATE 2 /*               directional */
 #define RAY 3       /*               zap beams */
 
 #define PIERCE 1 /* for weapons & tools used as weapons */
 #define SLASH 2  /* (latter includes iron ball & chain) */
 #define WHACK 0
 
     /*Bitfield(oc_subtyp,3);*/ /* Now too big for a bitfield... see below */
 
     Bitfield(oc_material, 5);
 #define LIQUID 1 /* currently only for venom */
 #define WAX 2
 #define VEGGY 3 /* foodstuffs */
 #define FLESH 4 /*   ditto    */
 #define PAPER 5
 #define CLOTH 6
 #define LEATHER 7
 #define WOOD 8
 #define BONE 9
 #define DRAGON_HIDE 10 /* not leather! */
 #define IRON 11        /* Fe - includes steel */
 #define METAL 12       /* Sn, &c. */
 #define COPPER 13      /* Cu - includes brass */
 #define SILVER 14      /* Ag */
 #define GOLD 15        /* Au */
 #define PLATINUM 16    /* Pt */
 #define MITHRIL 17
 #define PLASTIC 18
 #define GLASS 19
 #define GEMSTONE 20
 #define MINERAL 21
 
 #define is_organic(otmp) (objects[otmp->otyp].oc_material <= WOOD)
 #define is_metallic(otmp)                    \
     (objects[otmp->otyp].oc_material >= IRON \
      && objects[otmp->otyp].oc_material <= MITHRIL)
 
 /* primary damage: fire/rust/--- */
 /* is_flammable(otmp), is_rottable(otmp) in mkobj.c */
 #define is_rustprone(otmp) (objects[otmp->otyp].oc_material == IRON)
 
 /* secondary damage: rot/acid/acid */
 #define is_corrodeable(otmp)                   \
     (objects[otmp->otyp].oc_material == COPPER \
      || objects[otmp->otyp].oc_material == IRON)
 
 #define is_damageable(otmp)                                        \
     (is_rustprone(otmp) || is_flammable(otmp) || is_rottable(otmp) \
      || is_corrodeable(otmp))
 
     schar oc_subtyp;
 #define oc_skill oc_subtyp  /* Skills of weapons, spellbooks, tools, gems */
 #define oc_armcat oc_subtyp /* for armor */
 #define ARM_SHIELD 1        /* needed for special wear function */
 #define ARM_HELM 2
 #define ARM_GLOVES 3
 #define ARM_BOOTS 4
 #define ARM_CLOAK 5
 #define ARM_SHIRT 6
 #define ARM_SUIT 0
 
     uchar oc_oprop; /* property (invis, &c.) conveyed */
     char oc_class;  /* object class */
     schar oc_delay; /* delay when using such an object */
     uchar oc_color; /* color of the object */
 
     short oc_prob;            /* probability, used in mkobj() */
     unsigned short oc_weight; /* encumbrance (1 cn = 0.1 lb.) */
     short oc_cost;            /* base cost in shops */
     /* Check the AD&D rules!  The FIRST is small monster damage. */
     /* for weapons, and tools, rocks, and gems useful as weapons */
     schar oc_wsdam, oc_wldam; /* max small/large monster damage */
     schar oc_oc1, oc_oc2;
 #define oc_hitbon oc_oc1 /* weapons: "to hit" bonus */
 
 #define a_ac oc_oc1     /* armor class, used in ARM_BONUS in do.c */
 #define a_can oc_oc2    /* armor: used in mhitu.c */
 #define oc_level oc_oc2 /* books: spell level */
 
     unsigned short oc_nutrition; /* food value */
 };
 
 struct class_sym {
     char sym;
     const char *name;
     const char *explain;
 };
 
 struct objdescr {
     const char *oc_name;  /* actual name */
     const char *oc_descr; /* description when name unknown */
 };
 
 extern NEARDATA struct objclass objects[];
 extern NEARDATA struct objdescr obj_descr[];
 
 /*
  * All objects have a class. Make sure that all classes have a corresponding
  * symbol below.
  */
 #define RANDOM_CLASS 0 /* used for generating random objects */
 #define ILLOBJ_CLASS 1
 #define WEAPON_CLASS 2
 #define ARMOR_CLASS 3
 #define RING_CLASS 4
 #define AMULET_CLASS 5
 #define TOOL_CLASS 6
 #define FOOD_CLASS 7
 #define POTION_CLASS 8
 #define SCROLL_CLASS 9
 #define SPBOOK_CLASS 10 /* actually SPELL-book */
 #define WAND_CLASS 11
 #define COIN_CLASS 12
 #define GEM_CLASS 13
 #define ROCK_CLASS 14
 #define BALL_CLASS 15
 #define CHAIN_CLASS 16
 #define VENOM_CLASS 17
 #define MAXOCLASSES 18
 
 #define ALLOW_COUNT (MAXOCLASSES + 1) /* Can be used in the object class    */
 #define ALL_CLASSES (MAXOCLASSES + 2) /* input to getobj().                 */
 #define ALLOW_NONE  (MAXOCLASSES + 3)
 
 #define BURNING_OIL (MAXOCLASSES + 1) /* Can be used as input to explode.   */
 #define MON_EXPLODE (MAXOCLASSES + 2) /* Exploding monster (e.g. gas spore) */
 
 #if 0 /* moved to decl.h so that makedefs.c won't see them */
 extern const struct class_sym
         def_oc_syms[MAXOCLASSES];       /* default class symbols */
 extern uchar oc_syms[MAXOCLASSES];      /* current class symbols */
 #endif
 
 /* Default definitions of all object-symbols (must match classes above). */
 
 #define ILLOBJ_SYM ']' /* also used for mimics */
 #define WEAPON_SYM ')'
 #define ARMOR_SYM '['
 #define RING_SYM '='
 #define AMULET_SYM '"'
 #define TOOL_SYM '('
 #define FOOD_SYM '%'
 #define POTION_SYM '!'
 #define SCROLL_SYM '?'
 #define SPBOOK_SYM '+'
 #define WAND_SYM '/'
 #define GOLD_SYM '$'
 #define GEM_SYM '*'
 #define ROCK_SYM '`'
 #define BALL_SYM '0'
 #define CHAIN_SYM '_'
 #define VENOM_SYM '.'
 
 struct fruit {
     char fname[PL_FSIZ];
     int fid;
     struct fruit *nextf;
 };
 #define newfruit() (struct fruit *) alloc(sizeof(struct fruit))
 #define dealloc_fruit(rind) free((genericptr_t)(rind))
 
 #define OBJ_NAME(obj) (obj_descr[(obj).oc_name_idx].oc_name)
 #define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)
 #endif /* OBJCLASS_H */