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/* NetHack 3.6 objclass.h $NHDT-Date: 1547255901 2019/01/12 01:18:21 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.20 $ */
/* 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; many objects are composites
(liquid potion inside glass bottle, metal arrowhead on wooden shaft)
and object definitions only specify one type on a best-fit basis */
enum obj_material_types {
LIQUID = 1, /* currently only for venom */
WAX = 2,
VEGGY = 3, /* foodstuffs */
FLESH = 4, /* ditto */
PAPER = 5,
CLOTH = 6,
LEATHER = 7,
WOOD = 8,
BONE = 9,
DRAGON_HIDE = 10, /* not leather! */
IRON = 11, /* Fe - includes steel */
METAL = 12, /* Sn, &c. */
COPPER = 13, /* Cu - includes brass */
SILVER = 14, /* Ag */
GOLD = 15, /* Au */
PLATINUM = 16, /* Pt */
MITHRIL = 17,
PLASTIC = 18,
GLASS = 19,
GEMSTONE = 20,
MINERAL = 21
};
enum obj_armor_types {
ARM_SUIT = 0,
ARM_SHIELD = 1, /* needed for special wear function */
ARM_HELM = 2,
ARM_GLOVES = 3,
ARM_BOOTS = 4,
ARM_CLOAK = 5,
ARM_SHIRT = 6
};
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); /* discovered */
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
/* 4 free bits */
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))
/* 3 free bits */
schar oc_subtyp;
#define oc_skill oc_subtyp /* Skills of weapons, spellbooks, tools, gems */
#define oc_armcat oc_subtyp /* for armor (enum obj_armor_types) */
uchar oc_oprop; /* property (invis, &c.) conveyed */
char oc_class; /* object class (enum obj_class_types) */
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 = 1,
WEAPON_CLASS = 2,
ARMOR_CLASS = 3,
RING_CLASS = 4,
AMULET_CLASS = 5,
TOOL_CLASS = 6,
FOOD_CLASS = 7,
POTION_CLASS = 8,
SCROLL_CLASS = 9,
SPBOOK_CLASS = 10, /* actually SPELL-book */
WAND_CLASS = 11,
COIN_CLASS = 12,
GEM_CLASS = 13,
ROCK_CLASS = 14,
BALL_CLASS = 15,
CHAIN_CLASS = 16,
VENOM_CLASS = 17,
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 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 */
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