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/* SCCS Id: @(#)obj.h 3.2 95/11/09 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef OBJ_H
#define OBJ_H
/* #define obj obj_nh /* uncomment for SCO UNIX, which has a conflicting
* typedef for "obj" in <sys/types.h> */
union vptrs {
struct obj *v_nexthere; /* floor location lists */
struct obj *v_ocontainer; /* point back to container */
struct monst *v_ocarry; /* point back to carrying monst */
};
struct obj {
struct obj *nobj;
union vptrs v;
#define nexthere v.v_nexthere
#define ocontainer v.v_ocontainer
#define ocarry v.v_ocarry
struct obj *cobj; /* contents list for containers */
/* unsigned o_cwt; /* container weight capacity */
unsigned o_id;
xchar ox,oy;
short otyp; /* object class number */
unsigned owt;
long quan; /* number of items */
schar spe; /* quality of weapon, armor or ring (+ or -)
number of charges for wand ( >= -1 )
marks your eggs, spinach tins
royal coffers for a court ( == 2)
tells which fruit a fruit is
special for uball and amulet %% BAH */
char oclass; /* object class */
char invlet; /* designation in inventory */
char oartifact; /* artifact array index */
xchar where; /* where the object thinks it is */
#define OBJ_FREE 0 /* object not attached to anything */
#define OBJ_FLOOR 1 /* object on floor */
#define OBJ_CONTAINED 2 /* object in a container */
#define OBJ_INVENT 3 /* object in the hero's inventory */
#define OBJ_MINVENT 4 /* object in a monster inventory */
#define OBJ_MIGRATING 5 /* object sent off to another level */
#define OBJ_BURIED 6 /* object buried */
#define OBJ_ONBILL 7 /* object on shk bill */
#define NOBJ_STATES 8
xchar timed; /* # of fuses (timers) attached to this obj */
Bitfield(cursed,1);
Bitfield(blessed,1);
Bitfield(unpaid,1); /* on some bill */
Bitfield(no_charge,1); /* if shk shouldn't charge for this */
Bitfield(known,1); /* exact nature known */
Bitfield(dknown,1); /* color or text known */
Bitfield(bknown,1); /* blessing or curse known */
Bitfield(rknown,1); /* rustproof or not known */
Bitfield(oeroded,2); /* rusted/corroded/burnt/rotted weapon/armor */
#define MAX_ERODE 3
#define orotten oeroded /* rotten food */
#define odiluted oeroded /* diluted potions */
Bitfield(oerodeproof,1); /* erodeproof weapon/armor */
Bitfield(olocked,1); /* object is locked */
#define recharged olocked /* recharged once */
Bitfield(obroken,1); /* lock has been broken */
Bitfield(otrapped,1); /* container is trapped */
#define opoisoned otrapped /* object (weapon) is coated with poison */
#ifndef NO_SIGNAL
Bitfield(in_use,1); /* for magic items before useup items */
#endif
Bitfield(lamplit,1); /* a light-source -- can be lit */
Bitfield(oinvis,1); /* not yet implemented */
Bitfield(greased,1); /* covered with grease */
Bitfield(mtraits,1); /* obj struct has a monst struct attached */
/* free bits */
int corpsenm; /* type of corpse is mons[corpsenm] */
#define leashmon corpsenm /* gets m_id of attached pet */
#define spestudied corpsenm /* how many times a spellbook has been studied */
unsigned oeaten; /* nutrition left in food, if partly eaten */
long age; /* creation date */
uchar onamelth; /* length of name (following oxlth) */
short oxlth; /* length of following data */
/* in order to prevent alignment problems oextra should
be (or follow) a long int */
long owornmask;
/* note that TIMEOUT in you.h is defined as 07777L; no bits for items that
* confer properties may overlap that mask, or timeout.c will happily
* rearrange the bits behind the back of the property code
* shirts, balls, and chains are currently safe
* FROMOUTSIDE and FROMEXPER in you.h are defined as 020000000L and 0400000000L
* respectively. Declarations here should not overlap with those bits either.
*/
#define W_BALL 02000L
#define W_CHAIN 04000L
#define W_RINGL 010000L /* make W_RINGL = RING_LEFT (see uprop) */
#define W_RINGR 020000L
#define W_RING (W_RINGL | W_RINGR)
#define W_ARM 040000L
#define W_ARMC 0100000L
#define W_ARMH 0200000L
#define W_ARMS 0400000L
#define W_ARMG 01000000L
#define W_ARMF 02000000L
#define W_AMUL 04000000L
#define W_TOOL 010000000L /* wearing another tool (see uprop) */
#define W_WEP 020000000L
#define W_ART 040000000L /* _carrying_ an artifact, not really worn */
#define W_ARTI 0100000000L /* an invoked artifact, not really worn */
#ifdef TOURIST
#define W_ARMU 01000L
#define W_ARMOR (W_ARM | W_ARMC | W_ARMH | W_ARMS | W_ARMG | W_ARMF | W_ARMU)
#else
#define W_ARMOR (W_ARM | W_ARMC | W_ARMH | W_ARMS | W_ARMG | W_ARMF)
#endif
long oextra[1]; /* used for name of ordinary objects - length
is flexible; amount for tmp gold objects */
};
#define newobj(xl) (struct obj *)alloc((unsigned)(xl) + sizeof(struct obj))
#define ONAME(otmp) (((char *)(otmp)->oextra) + (otmp)->oxlth)
#define carried(o) ((o)->where == OBJ_INVENT)
#define Has_contents(o) (/* (Is_container(o) || (o)->otyp == STATUE) && */ \
(o)->cobj != (struct obj *)0)
#define Is_container(o) ((o)->otyp >= LARGE_BOX && (o)->otyp <= BAG_OF_TRICKS)
#define Is_box(otmp) (otmp->otyp == LARGE_BOX || otmp->otyp == CHEST)
#define Is_mbag(otmp) (otmp->otyp == BAG_OF_HOLDING || \
otmp->otyp == BAG_OF_TRICKS)
#define is_shield(otmp) (otmp->oclass == ARMOR_CLASS && \
objects[otmp->otyp].oc_armcat == ARM_SHIELD)
#define is_helmet(otmp) (otmp->oclass == ARMOR_CLASS && \
objects[otmp->otyp].oc_armcat == ARM_HELM)
#define is_boots(otmp) (otmp->oclass == ARMOR_CLASS && \
objects[otmp->otyp].oc_armcat == ARM_BOOTS)
#define is_gloves(otmp) (otmp->oclass == ARMOR_CLASS && \
objects[otmp->otyp].oc_armcat == ARM_GLOVES)
#define is_cloak(otmp) (otmp->oclass == ARMOR_CLASS && \
objects[otmp->otyp].oc_armcat == ARM_CLOAK)
#define is_shirt(otmp) (otmp->oclass == ARMOR_CLASS && \
objects[otmp->otyp].oc_armcat == ARM_SHIRT)
#define is_suit(otmp) (otmp->oclass == ARMOR_CLASS && \
objects[otmp->otyp].oc_armcat == ARM_SUIT)
#define is_sword(otmp) (otmp->oclass == WEAPON_CLASS && \
objects[otmp->otyp].oc_wepcat == WEP_SWORD)
#define is_blade(otmp) (otmp->oclass == WEAPON_CLASS && \
(objects[otmp->otyp].oc_wepcat == WEP_BLADE || \
objects[otmp->otyp].oc_wepcat == WEP_SWORD))
#define is_weptool(o) ((o)->oclass == TOOL_CLASS && \
objects[(o)->otyp].oc_weptool)
#define bimanual(otmp) ((otmp->oclass == WEAPON_CLASS || \
otmp->oclass == TOOL_CLASS) && \
objects[otmp->otyp].oc_bimanual)
#define Is_candle(otmp) (otmp->otyp == TALLOW_CANDLE || \
otmp->otyp == WAX_CANDLE)
/* Flags for get_obj_location(). */
#define CONTAINED_TOO 0x1
#define BURIED_TOO 0x2
/* maximum amount of oil in a potion of oil */
#define MAX_OIL_IN_FLASK 400
/* egg stuff */
#define MAX_EGG_HATCH_TIME 200 /* longest an egg can remain unhatched */
#define stale_egg(egg) ((monstermoves - (egg)->age) > (2*MAX_EGG_HATCH_TIME))
#define ofood(o) ((o)->otyp == CORPSE || (o)->otyp == EGG || (o)->otyp == TIN)
#define polyfodder(obj) (ofood(obj) && (obj)->corpsenm == PM_CHAMELEON)
#define mlevelgain(obj) (ofood(obj) && (obj)->corpsenm == PM_WRAITH)
#define mhealup(obj) (ofood(obj) && (obj)->corpsenm == PM_NURSE)
#endif /* OBJ_H */
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