Source:NetHack 3.4.3/include/objclass.h

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The objclass.h file contains C-language declarations for objects. It is a header file and part of the source code for NetHack 3.4.3.

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/*      SCCS Id: @(#)objclass.h 3.4     1996/06/16      */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

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.

#ifndef OBJCLASS_H
#define OBJCLASS_H

/* definition of a class of objects */

struct objclass

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 decription */
                                /* 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

Note that the order of #defines here needs to match the "foodwords" array defined in eat.c#line1655


#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 */
};

object descriptions

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[];

object classes

/*
 * 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 char 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       '.'

user-defineable fruit data

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))

object name and description macros

#define OBJ_NAME(obj)  (obj_descr[(obj).oc_name_idx].oc_name)
#define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)