Source:NetHack 3.6.0/include/objclass.h

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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.

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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.

 /* 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 */