1 /* NetHack 3.6 objclass.h $ANH-Date: 1462067744 2016/05/01 01:55:44 $ $ANH-Branch: master $:$ANH-Revision: 1.16 $ */
2 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3 /* NetHack may be freely redistributed. See license for details. */
8 /* [misnamed] definition of a type of object */
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 */
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 */
33 #define NODIR 1 /* for wands/spells: non-directional */
34 #define IMMEDIATE 2 /* directional */
35 #define RAY 3 /* zap beams */
37 #define PIERCE 1 /* for weapons & tools used as weapons */
38 #define SLASH 2 /* (latter includes iron ball & chain) */
41 /*Bitfield(oc_subtyp,3);*/ /* Now too big for a bitfield... see below */
43 Bitfield(oc_material
, 5);
44 #define LIQUID 1 /* currently only for venom */
46 #define VEGGY 3 /* foodstuffs */
47 #define FLESH 4 /* ditto */
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 */
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)
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)
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)
80 #define is_damageable(otmp) \
81 (is_rustprone(otmp) || is_flammable(otmp) || is_rottable(otmp) \
82 || is_corrodeable(otmp))
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 */
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 */
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 */
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 */
113 unsigned short oc_nutrition
; /* food value */
123 const char *oc_name
; /* actual name */
124 const char *oc_descr
; /* description when name unknown */
127 extern NEARDATA
struct objclass objects
[];
128 extern NEARDATA
struct objdescr obj_descr
[];
131 * All objects have a class. Make sure that all classes have a corresponding
134 enum obj_class_types
{
135 RANDOM_CLASS
= 0, /* used for generating random objects */
145 SPBOOK_CLASS
, /* actually SPELL-book */
157 #define ALLOW_COUNT (MAXOCLASSES + 1) /* Can be used in the object class */
158 #define ALL_CLASSES (MAXOCLASSES + 2) /* input to getobj(). */
159 #define ALLOW_NONE (MAXOCLASSES + 3)
161 #define BURNING_OIL (MAXOCLASSES + 1) /* Can be used as input to explode. */
162 #define MON_EXPLODE (MAXOCLASSES + 2) /* Exploding monster (e.g. gas spore) */
164 #if 0 /* moved to decl.h so that makedefs.c won't see them */
165 extern const struct class_sym
166 def_oc_syms
[MAXOCLASSES
]; /* default class symbols */
167 extern uchar oc_syms
[MAXOCLASSES
]; /* current class symbols */
170 /* Default definitions of all object-symbols (must match classes above). */
172 #define ILLOBJ_SYM ']' /* also used for mimics */
173 #define WEAPON_SYM ')'
174 #define ARMOR_SYM '['
176 #define AMULET_SYM '"'
179 #define POTION_SYM '!'
180 #define SCROLL_SYM '?'
181 #define SPBOOK_SYM '+'
187 #define CHAIN_SYM '_'
188 #define VENOM_SYM '.'
195 #define newfruit() (struct fruit *) alloc(sizeof(struct fruit))
196 #define dealloc_fruit(rind) free((genericptr_t)(rind))
198 #define OBJ_NAME(obj) (obj_descr[(obj).oc_name_idx].oc_name)
199 #define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)
200 #endif /* OBJCLASS_H */