Source:NetHack 3.6.1/include/objclass.h

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Below is the full text to objclass.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/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: 1462067744 2016/05/01 01:55:44 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.16 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /*-Copyright (c) Pasi Kallinen, 2018. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #ifndef OBJCLASS_H
 #define OBJCLASS_H
 
 /* [misnamed] definition of a type of object */
 enum obj_material_types {
     LIQUID = 1, /* currently only for venom */
     WAX,
     VEGGY, /* foodstuffs */
     FLESH, /*   ditto    */
     PAPER,
     CLOTH,
     LEATHER,
     WOOD,
     BONE,
     DRAGON_HIDE, /* not leather! */
     IRON,        /* Fe - includes steel */
     METAL,       /* Sn, &c. */
     COPPER,      /* Cu - includes brass */
     SILVER,      /* Ag */
     GOLD,        /* Au */
     PLATINUM,    /* Pt */
     MITHRIL,
     PLASTIC,
     GLASS,
     GEMSTONE,
     MINERAL
 };
 
 enum obj_armor_types {
     ARM_SUIT = 0,
     ARM_SHIELD,        /* needed for special wear function */
     ARM_HELM,
     ARM_GLOVES,
     ARM_BOOTS,
     ARM_CLOAK,
     ARM_SHIRT
 };
 
 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); /* one of obj_material_types */
 
 #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 */
 
     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.
  */
 enum obj_class_types {
     RANDOM_CLASS = 0, /* used for generating random objects */
     ILLOBJ_CLASS,
     WEAPON_CLASS,
     ARMOR_CLASS,
     RING_CLASS,
     AMULET_CLASS,
     TOOL_CLASS,
     FOOD_CLASS,
     POTION_CLASS,
     SCROLL_CLASS,
     SPBOOK_CLASS, /* actually SPELL-book */
     WAND_CLASS,
     COIN_CLASS,
     GEM_CLASS,
     ROCK_CLASS,
     BALL_CLASS,
     CHAIN_CLASS,
     VENOM_CLASS,
 
     MAXOCLASSES
 };
 
 #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 */