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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. */
#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 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
#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 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 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 '.'
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 */