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.

  1.  /* NetHack 3.6	objclass.h	$NHDT-Date: 1447755971 2015/11/17 10:26:11 $  $NHDT-Branch: master $:$NHDT-Revision: 1.15 $ */
  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 description */
  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_pre_discovered, 1); /* Already known at start of game; */
  21.      /* won't be listed as a discovery. */
  22.      Bitfield(oc_magic, 1);   /* inherently magical object */
  23.      Bitfield(oc_charged, 1); /* may have +n or (n) charges */
  24.      Bitfield(oc_unique, 1);  /* special one-of-a-kind object */
  25.      Bitfield(oc_nowish, 1);  /* cannot wish for this object */
  26.  
  27.      Bitfield(oc_big, 1);
  28.  #define oc_bimanual oc_big /* for weapons & tools used as weapons */
  29.  #define oc_bulky oc_big    /* for armor */
  30.      Bitfield(oc_tough, 1); /* hard gems/rings */
  31.  
  32.      Bitfield(oc_dir, 2);
  33.  #define NODIR 1     /* for wands/spells: non-directional */
  34.  #define IMMEDIATE 2 /*               directional */
  35.  #define RAY 3       /*               zap beams */
  36.  
  37.  #define PIERCE 1 /* for weapons & tools used as weapons */
  38.  #define SLASH 2  /* (latter includes iron ball & chain) */
  39.  #define WHACK 0
  40.  
  41.      /*Bitfield(oc_subtyp,3);*/ /* Now too big for a bitfield... see below */
  42.  
  43.      Bitfield(oc_material, 5);
  44.  #define LIQUID 1 /* currently only for venom */
  45.  #define WAX 2
  46.  #define VEGGY 3 /* foodstuffs */
  47.  #define FLESH 4 /*   ditto    */
  48.  #define PAPER 5
  49.  #define CLOTH 6
  50.  #define LEATHER 7
  51.  #define WOOD 8
  52.  #define BONE 9
  53.  #define DRAGON_HIDE 10 /* not leather! */
  54.  #define IRON 11        /* Fe - includes steel */
  55.  #define METAL 12       /* Sn, &c. */
  56.  #define COPPER 13      /* Cu - includes brass */
  57.  #define SILVER 14      /* Ag */
  58.  #define GOLD 15        /* Au */
  59.  #define PLATINUM 16    /* Pt */
  60.  #define MITHRIL 17
  61.  #define PLASTIC 18
  62.  #define GLASS 19
  63.  #define GEMSTONE 20
  64.  #define MINERAL 21
  65.  
  66.  #define is_organic(otmp) (objects[otmp->otyp].oc_material <= WOOD)
  67.  #define is_metallic(otmp)                    \
  68.      (objects[otmp->otyp].oc_material >= IRON \
  69.       && objects[otmp->otyp].oc_material <= MITHRIL)
  70.  
  71.  /* primary damage: fire/rust/--- */
  72.  /* is_flammable(otmp), is_rottable(otmp) in mkobj.c */
  73.  #define is_rustprone(otmp) (objects[otmp->otyp].oc_material == IRON)
  74.  
  75.  /* secondary damage: rot/acid/acid */
  76.  #define is_corrodeable(otmp)                   \
  77.      (objects[otmp->otyp].oc_material == COPPER \
  78.       || objects[otmp->otyp].oc_material == IRON)
  79.  
  80.  #define is_damageable(otmp)                                        \
  81.      (is_rustprone(otmp) || is_flammable(otmp) || is_rottable(otmp) \
  82.       || is_corrodeable(otmp))
  83.  
  84.      schar oc_subtyp;
  85.  #define oc_skill oc_subtyp  /* Skills of weapons, spellbooks, tools, gems */
  86.  #define oc_armcat oc_subtyp /* for armor */
  87.  #define ARM_SHIELD 1        /* needed for special wear function */
  88.  #define ARM_HELM 2
  89.  #define ARM_GLOVES 3
  90.  #define ARM_BOOTS 4
  91.  #define ARM_CLOAK 5
  92.  #define ARM_SHIRT 6
  93.  #define ARM_SUIT 0
  94.  
  95.      uchar oc_oprop; /* property (invis, &c.) conveyed */
  96.      char oc_class;  /* object class */
  97.      schar oc_delay; /* delay when using such an object */
  98.      uchar oc_color; /* color of the object */
  99.  
  100.      short oc_prob;            /* probability, used in mkobj() */
  101.      unsigned short oc_weight; /* encumbrance (1 cn = 0.1 lb.) */
  102.      short oc_cost;            /* base cost in shops */
  103.      /* Check the AD&D rules!  The FIRST is small monster damage. */
  104.      /* for weapons, and tools, rocks, and gems useful as weapons */
  105.      schar oc_wsdam, oc_wldam; /* max small/large monster damage */
  106.      schar oc_oc1, oc_oc2;
  107.  #define oc_hitbon oc_oc1 /* weapons: "to hit" bonus */
  108.  
  109.  #define a_ac oc_oc1     /* armor class, used in ARM_BONUS in do.c */
  110.  #define a_can oc_oc2    /* armor: used in mhitu.c */
  111.  #define oc_level oc_oc2 /* books: spell level */
  112.  
  113.      unsigned short oc_nutrition; /* food value */
  114.  };
  115.  
  116.  struct class_sym {
  117.      char sym;
  118.      const char *name;
  119.      const char *explain;
  120.  };
  121.  
  122.  struct objdescr {
  123.      const char *oc_name;  /* actual name */
  124.      const char *oc_descr; /* description when name unknown */
  125.  };
  126.  
  127.  extern NEARDATA struct objclass objects[];
  128.  extern NEARDATA struct objdescr obj_descr[];
  129.  
  130.  /*
  131.   * All objects have a class. Make sure that all classes have a corresponding
  132.   * symbol below.
  133.   */
  134.  #define RANDOM_CLASS 0 /* used for generating random objects */
  135.  #define ILLOBJ_CLASS 1
  136.  #define WEAPON_CLASS 2
  137.  #define ARMOR_CLASS 3
  138.  #define RING_CLASS 4
  139.  #define AMULET_CLASS 5
  140.  #define TOOL_CLASS 6
  141.  #define FOOD_CLASS 7
  142.  #define POTION_CLASS 8
  143.  #define SCROLL_CLASS 9
  144.  #define SPBOOK_CLASS 10 /* actually SPELL-book */
  145.  #define WAND_CLASS 11
  146.  #define COIN_CLASS 12
  147.  #define GEM_CLASS 13
  148.  #define ROCK_CLASS 14
  149.  #define BALL_CLASS 15
  150.  #define CHAIN_CLASS 16
  151.  #define VENOM_CLASS 17
  152.  #define MAXOCLASSES 18
  153.  
  154.  #define ALLOW_COUNT (MAXOCLASSES + 1) /* Can be used in the object class    */
  155.  #define ALL_CLASSES (MAXOCLASSES + 2) /* input to getobj().                 */
  156.  #define ALLOW_NONE  (MAXOCLASSES + 3)
  157.  
  158.  #define BURNING_OIL (MAXOCLASSES + 1) /* Can be used as input to explode.   */
  159.  #define MON_EXPLODE (MAXOCLASSES + 2) /* Exploding monster (e.g. gas spore) */
  160.  
  161.  #if 0 /* moved to decl.h so that makedefs.c won't see them */
  162.  extern const struct class_sym
  163.          def_oc_syms[MAXOCLASSES];       /* default class symbols */
  164.  extern uchar oc_syms[MAXOCLASSES];      /* current class symbols */
  165.  #endif
  166.  
  167.  /* Default definitions of all object-symbols (must match classes above). */
  168.  
  169.  #define ILLOBJ_SYM ']' /* also used for mimics */
  170.  #define WEAPON_SYM ')'
  171.  #define ARMOR_SYM '['
  172.  #define RING_SYM '='
  173.  #define AMULET_SYM '"'
  174.  #define TOOL_SYM '('
  175.  #define FOOD_SYM '%'
  176.  #define POTION_SYM '!'
  177.  #define SCROLL_SYM '?'
  178.  #define SPBOOK_SYM '+'
  179.  #define WAND_SYM '/'
  180.  #define GOLD_SYM '$'
  181.  #define GEM_SYM '*'
  182.  #define ROCK_SYM '`'
  183.  #define BALL_SYM '0'
  184.  #define CHAIN_SYM '_'
  185.  #define VENOM_SYM '.'
  186.  
  187.  struct fruit {
  188.      char fname[PL_FSIZ];
  189.      int fid;
  190.      struct fruit *nextf;
  191.  };
  192.  #define newfruit() (struct fruit *) alloc(sizeof(struct fruit))
  193.  #define dealloc_fruit(rind) free((genericptr_t)(rind))
  194.  
  195.  #define OBJ_NAME(obj) (obj_descr[(obj).oc_name_idx].oc_name)
  196.  #define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)
  197.  #endif /* OBJCLASS_H */