Source:NetHack 3.1.0/objclass.h

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Below is the full text to objclass.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/objclass.h#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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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.

1.    /*	SCCS Id: @(#)objclass.h	3.1	92/10/18	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #ifndef OBJCLASS_H
6.    #define OBJCLASS_H
7.    
8.    /* definition of a class of objects */
9.    
10.   struct objclass {
11.   	short	oc_name_idx;		/* index of actual name */
12.   	short	oc_descr_idx;		/* description when name unknown */
13.   	char *	oc_uname;		/* called by user */
14.   	Bitfield(oc_name_known,1);
15.   	Bitfield(oc_merge,1);	/* merge otherwise equal objects */
16.   	Bitfield(oc_uses_known,1); /* obj->known affects full decription */
17.   				/* otherwise, obj->dknown and obj->bknown */
18.   				/* tell all, and obj->known should always */
19.   				/* be set for proper merging behavior */
20.   	Bitfield(oc_magic,1);	/* inherently magical object */
21.   	Bitfield(oc_charged,1);	/* may have +n or (n) charges */
22.   	Bitfield(oc_unique,1);	/* special one-of-a-kind object */
23.   	Bitfield(oc_big,1);
24.   #define oc_bimanual	oc_big	/* for weapons */
25.   #define oc_bulky	oc_big	/* for armor */
26.   
27.   	Bitfield(oc_dir,2);
28.   #define	NODIR		1
29.   #define	IMMEDIATE	2
30.   #define	RAY		3
31.   
32.   	Bitfield(oc_material,5);
33.   #define LIQUID		1	/* currently only for venom */
34.   #define WAX		2
35.   #define VEGGY		3	/* foodstuffs */
36.   #define FLESH		4	/*   ditto    */
37.   #define PAPER		5
38.   #define CLOTH		6
39.   #define LEATHER		7
40.   #define WOOD		8
41.   #define BONE		9
42.   #define DRAGON_HIDE	10	/* not leather! */
43.   #define IRON		11	/* Fe - includes steel */
44.   #define METAL		12	/* Sn, &c. */
45.   #define COPPER		13	/* Cu - includes brass */
46.   #define SILVER		14	/* Ag */
47.   #define GOLD		15	/* Au */
48.   #define PLATINUM	16	/* Pt */
49.   #define MITHRIL		17
50.   #define PLASTIC		18
51.   #define GLASS		19
52.   #define GEMSTONE	20
53.   #define MINERAL		21
54.   
55.   #define is_organic(otmp)	(objects[otmp->otyp].oc_material <= WOOD)
56.   #define is_metallic(otmp)	(objects[otmp->otyp].oc_material >= IRON && \
57.   				 objects[otmp->otyp].oc_material <= PLATINUM)
58.   #define is_corrodeable(otmp)	(objects[otmp->otyp].oc_material == COPPER)
59.   #define is_rustprone(otmp)	(objects[otmp->otyp].oc_material == IRON)
60.   
61.   	uchar	oc_oprop;		/* property (invis, &c.) conveyed */
62.   	char	oc_class;		/* object class */
63.   	schar	oc_delay;		/* delay when using such an object */
64.   #ifdef TEXTCOLOR
65.   	uchar	oc_color;		/* display color of the object */
66.   #endif /* TEXTCOLOR */
67.   	short	oc_prob;		/* probability, used in mkobj() */
68.   	unsigned short	oc_weight;	/* encumbrance (1 cn = 0.1 lb.) */
69.   	short	oc_cost;		/* base cost in shops */
70.   /* Check the AD&D rules!  The FIRST is small monster damage. */
71.   /* for weapons, and tools, rocks, and gems useful as weapons */
72.   	schar	oc_wsdam, oc_wldam;	/* max small/large monster damage */
73.   	schar	oc_oc1, oc_oc2;
74.   #define	oc_hitbon	oc_oc1		/* weapons: "to hit" bonus */
75.   #define w_propellor	oc_oc2		/* weapons: negative value = bow */
76.   #define WP_BOW		1
77.   #define WP_SLING	2
78.   #define WP_CROSSBOW	3
79.   
80.   #define	a_ac		oc_oc1	/* armor class, used in ARM_BONUS in do.c */
81.   #define	a_can		oc_oc2		/* armor: used in mhitu.c */
82.   #define oc_level	oc_oc2		/* books: spell level */
83.   
84.   	unsigned short	oc_nutrition;	/* food value */
85.   };
86.   
87.   struct objdescr {
88.   	const char *oc_name;		/* actual name */
89.   	const char *oc_descr;		/* description when name unknown */
90.   };
91.   
92.   extern struct objclass NEARDATA objects[];
93.   extern struct objdescr NEARDATA obj_descr[];
94.   
95.   /*
96.    * All objects have a class. Make sure that all classes have a corresponding
97.    * symbol below.
98.    */
99.   #define	RANDOM_CLASS	 0	/* used for generating random objects */
100.  #define	ILLOBJ_CLASS	 1
101.  #define	WEAPON_CLASS	 2
102.  #define	ARMOR_CLASS	 3
103.  #define	RING_CLASS	 4
104.  #define	AMULET_CLASS	 5
105.  #define	TOOL_CLASS	 6
106.  #define	FOOD_CLASS	 7
107.  #define	POTION_CLASS	 8
108.  #define	SCROLL_CLASS	 9
109.  #define	SPBOOK_CLASS	10	/* actually SPELL-book */
110.  #define	WAND_CLASS	11
111.  #define	GOLD_CLASS	12
112.  #define	GEM_CLASS	13
113.  #define	ROCK_CLASS	14
114.  #define	BALL_CLASS	15
115.  #define	CHAIN_CLASS	16
116.  #define	VENOM_CLASS	17
117.  #define MAXOCLASSES     18
118.  
119.  #define ALLOW_COUNT	(MAXOCLASSES+1)	/* Can be used in the object class */
120.  #define ALL_CLASSES	(MAXOCLASSES+2)	/* input to getobj().		   */
121.  #define ALLOW_NONE	(MAXOCLASSES+3)	/*				   */
122.  
123.  #if 0	/* moved to decl.h so that makedefs.c won't see them */
124.  extern const char def_oc_syms[MAXOCLASSES];	/* default class symbols */
125.  extern uchar oc_syms[MAXOCLASSES];		/* current class symbols */
126.  #endif
127.  
128.  /* Default definitions of all object-symbols (must match classes above). */
129.  
130.  #define	ILLOBJ_SYM	']'	/* should be same as S_MIMIC_DEF      */
131.  #define	WEAPON_SYM	')'
132.  #define	ARMOR_SYM	'['
133.  #define	RING_SYM	'='
134.  #define	AMULET_SYM	'"'
135.  #define	TOOL_SYM	'('
136.  #define	FOOD_SYM	'%'
137.  #define	POTION_SYM	'!'
138.  #define	SCROLL_SYM	'?'
139.  #define	SPBOOK_SYM	'+'
140.  #define	WAND_SYM	'/'
141.  #define	GOLD_SYM	'$'
142.  #define	GEM_SYM		'*'
143.  #define	ROCK_SYM	'`'
144.  #define	BALL_SYM	'0'
145.  #define	CHAIN_SYM	'_'
146.  #define	VENOM_SYM	'.'
147.  
148.  #ifdef TUTTI_FRUTTI
149.  struct fruit {
150.  	char fname[PL_FSIZ];
151.  	int fid;
152.  	struct fruit *nextf;
153.  };
154.  #define newfruit() (struct fruit *)alloc(sizeof(struct fruit))
155.  #define dealloc_fruit(rind) free((genericptr_t) (rind))
156.  #endif
157.  
158.  #define OBJ_NAME(obj)  (obj_descr[(obj).oc_name_idx].oc_name)
159.  #define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)
160.  #endif /* OBJCLASS_H */