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.
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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 */