Source:NetHack 3.3.0/objclass.h

Below is the full text to objclass.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/objclass.h#line123 ]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

1.   /*	SCCS Id: @(#)objclass.h 3.3	96/06/16	*/ 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 decription */ 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)	(objects[otmp->otyp].oc_material >= IRON && \  68.   				 objects[otmp->otyp].oc_material <= MITHRIL) 69.   70.   /* primary damage: fire/rust/--- */ 71.  /* is_flammable in mkobj.c */ 72.  #define is_rustprone(otmp)	(objects[otmp->otyp].oc_material == IRON) 73.   74.   /* secondary damage: rot/acid/acid */ 75.  #define is_rottable(otmp) is_flammable(otmp) /* we might want to change this */ 76.  #define is_corrodeable(otmp)	(objects[otmp->otyp].oc_material == COPPER || objects[otmp->otyp].oc_material == IRON) 77.   78.   #define is_damageable(otmp) (is_rustprone(otmp) || is_flammable(otmp) || is_corrodeable(otmp)) 79.   80.   	schar	oc_subtyp; 81.  #define oc_skill	oc_subtyp   /* Skills of weapons, spellbooks, tools, gems */ 82.  #define oc_armcat	oc_subtyp   /* for armor */ 83.  #define ARM_SHIELD	1	/* needed for special wear function */ 84.  #define ARM_HELM	2 85.  #define ARM_GLOVES	3 86.  #define ARM_BOOTS	4 87.  #define ARM_CLOAK	5 88.  #define ARM_SHIRT	6 89.  #define ARM_SUIT	0 90.   91.   	uchar	oc_oprop;		/* property (invis, &c.) conveyed */ 92.  	char	oc_class;		/* object class */ 93.  	schar	oc_delay;		/* delay when using such an object */ 94.  #ifdef TEXTCOLOR 95.  	uchar	oc_color;		/* display color of the object */ 96.  #endif /* TEXTCOLOR */ 97.  	short	oc_prob;		/* probability, used in mkobj */ 98.  	unsigned short	oc_weight;	/* encumbrance (1 cn = 0.1 lb.) */ 99.  	short	oc_cost;		/* base cost in shops */ 100. /* Check the AD&D rules! The FIRST is small monster damage. */ 101.  /* for weapons, and tools, rocks, and gems useful as weapons */ 102. 	schar	oc_wsdam, oc_wldam;	/* max small/large monster damage */ 103. 	schar	oc_oc1, oc_oc2; 104. #define oc_hitbon	oc_oc1		/* weapons: "to hit" bonus */ 105.  106.  #define a_ac		oc_oc1	/* armor class, used in ARM_BONUS in do.c */ 107. #define a_can		oc_oc2		/* armor: used in mhitu.c */ 108. #define oc_level	oc_oc2		/* books: spell level */ 109.  110.  	unsigned short	oc_nutrition;	/* food value */ 111. };  112.   113.  struct objdescr { 114. 	const char *oc_name;		/* actual name */ 115. 	const char *oc_descr;		/* description when name unknown */ 116. };  117.   118.  extern NEARDATA struct objclass objects[]; 119. extern NEARDATA struct objdescr obj_descr[]; 120.  121.  /*  122.   * All objects have a class. Make sure that all classes have a corresponding 123.  * symbol below. 124.  */  125.  #define RANDOM_CLASS	 0	/* used for generating random objects */ 126. #define ILLOBJ_CLASS	 1 127. #define WEAPON_CLASS	 2 128. #define ARMOR_CLASS	 3 129. #define RING_CLASS	 4 130. #define AMULET_CLASS	 5 131. #define TOOL_CLASS	 6 132. #define FOOD_CLASS	 7 133. #define POTION_CLASS	 8 134. #define SCROLL_CLASS	 9 135. #define SPBOOK_CLASS	10	/* actually SPELL-book */ 136. #define WAND_CLASS	11 137. #define GOLD_CLASS	12 138. #define GEM_CLASS	13 139. #define ROCK_CLASS	14 140. #define BALL_CLASS	15 141. #define CHAIN_CLASS	16 142. #define VENOM_CLASS	17 143. #define MAXOCLASSES	18 144.  145.  #define ALLOW_COUNT	(MAXOCLASSES+1) /* Can be used in the object class */ 146. #define ALL_CLASSES	(MAXOCLASSES+2) /* input to getobj. */ 147.  #define ALLOW_NONE	(MAXOCLASSES+3) /*				   */ 148.  149.  #define BURNING_OIL	(MAXOCLASSES+1) /* Can be used as input to explode. */ 150.  #define MON_EXPLODE	(MAXOCLASSES+2) /* Exploding monster (e.g. gas spore) */ 151.  152.  #if 0	/* moved to decl.h so that makedefs.c won't see them */ 153. extern const char def_oc_syms[MAXOCLASSES];	/* default class symbols */ 154. extern uchar oc_syms[MAXOCLASSES];		/* current class symbols */ 155. #endif 156.  157.  /* Default definitions of all object-symbols (must match classes above). */ 158.   159.  #define ILLOBJ_SYM	']'	/* also used for mimics */ 160. #define WEAPON_SYM	')'  161.  #define ARMOR_SYM	'['  162.  #define RING_SYM	'='  163.  #define AMULET_SYM	'"'  164.  #define TOOL_SYM	'('  165.  #define FOOD_SYM	'%'  166.  #define POTION_SYM	'!'  167.  #define SCROLL_SYM	'?'  168.  #define SPBOOK_SYM	'+'  169.  #define WAND_SYM	'/'  170.  #define GOLD_SYM	'$'  171.  #define GEM_SYM		'*'  172.  #define ROCK_SYM	'`'  173.  #define BALL_SYM	'0'  174.  #define CHAIN_SYM	'_'  175.  #define VENOM_SYM	'.'  176.   177.  struct fruit {  178.  	char fname[PL_FSIZ];  179.  	int fid;  180.  	struct fruit *nextf;  181.  };  182.  #define newfruit (struct fruit *)alloc(sizeof(struct fruit))  183.  #define dealloc_fruit(rind) free((genericptr_t) (rind))  184.   185.  #define OBJ_NAME(obj)  (obj_descr[(obj).oc_name_idx].oc_name)  186.  #define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)  187.  #endif /* OBJCLASS_H */