Source:NetHack 3.2.0/objclass.h

Below is the full text to objclass.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/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	3.2	95/08/13	*/ 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 39.  #define WHACK		0 40.   41.   	Bitfield(oc_subtyp,3); 42.  #define oc_armcat	oc_subtyp   /* for armor */ 43.  #define oc_weptool	oc_subtyp   /* for tools, must be one of below */ 44.  #define oc_wepcat	oc_subtyp   /* for weapons, tools, gems */ 45.   46.   #define ARM_SHIELD	1	/* needed for special wear function */ 47.  #define ARM_HELM	2 48.  #define ARM_GLOVES	3 49.  #define ARM_BOOTS	4 50.  #define ARM_CLOAK	5 51.  #define ARM_SHIRT	6 52.  #define ARM_SUIT	0 53.   54.   #define WEP_BOW		1 55.  #define WEP_AMMO	2 56.  #define WEP_MISSILE	3 57.  #define WEP_SPEAR	4	/* not used at present */ 58.  #define WEP_POLEARM	5	/* not used at present */ 59.  #define WEP_BLADE	6 60.  #define WEP_SWORD	7 61.   62.   	Bitfield(oc_material,5); 63.  #define LIQUID		1	/* currently only for venom */ 64.  #define WAX		2 65.  #define VEGGY		3	/* foodstuffs */ 66.  #define FLESH		4	/*   ditto    */ 67.  #define PAPER		5 68.  #define CLOTH		6 69.  #define LEATHER		7 70.  #define WOOD		8 71.  #define BONE		9 72.  #define DRAGON_HIDE	10	/* not leather! */ 73.   #define IRON		11	/* Fe - includes steel */ 74.  #define METAL		12	/* Sn, &c. */ 75.   #define COPPER		13	/* Cu - includes brass */ 76.  #define SILVER		14	/* Ag */ 77.  #define GOLD		15	/* Au */ 78.  #define PLATINUM	16	/* Pt */ 79.  #define MITHRIL		17 80.  #define PLASTIC		18 81.  #define GLASS		19 82.  #define GEMSTONE	20 83.  #define MINERAL		21 84.   85.   #define is_organic(otmp)	(objects[otmp->otyp].oc_material <= WOOD) 86.  #define is_metallic(otmp)	(objects[otmp->otyp].oc_material >= IRON && \  87.   				 objects[otmp->otyp].oc_material <= MITHRIL) 88.  #define is_corrodeable(otmp)	(objects[otmp->otyp].oc_material == COPPER) 89.  #define is_rustprone(otmp)	(objects[otmp->otyp].oc_material == IRON) 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. #define w_propellor	oc_oc2		/* weapons: negative value = bow */ 106. #define WP_BOW		1 107. #define WP_SLING	2 108. #define WP_CROSSBOW	3 109.  110.  #define a_ac		oc_oc1	/* armor class, used in ARM_BONUS in do.c */ 111. #define a_can		oc_oc2		/* armor: used in mhitu.c */ 112. #define oc_level	oc_oc2		/* books: spell level */ 113.  114.  	unsigned short	oc_nutrition;	/* food value */ 115. };  116.   117.  struct objdescr { 118. 	const char *oc_name;		/* actual name */ 119. 	const char *oc_descr;		/* description when name unknown */ 120. };  121.   122.  extern NEARDATA struct objclass objects[]; 123. extern NEARDATA struct objdescr obj_descr[]; 124.  125.  /*  126.   * All objects have a class. Make sure that all classes have a corresponding 127.  * symbol below. 128.  */  129.  #define RANDOM_CLASS	 0	/* used for generating random objects */ 130. #define ILLOBJ_CLASS	 1 131. #define WEAPON_CLASS	 2 132. #define ARMOR_CLASS	 3 133. #define RING_CLASS	 4 134. #define AMULET_CLASS	 5 135. #define TOOL_CLASS	 6 136. #define FOOD_CLASS	 7 137. #define POTION_CLASS	 8 138. #define SCROLL_CLASS	 9 139. #define SPBOOK_CLASS	10	/* actually SPELL-book */ 140. #define WAND_CLASS	11 141. #define GOLD_CLASS	12 142. #define GEM_CLASS	13 143. #define ROCK_CLASS	14 144. #define BALL_CLASS	15 145. #define CHAIN_CLASS	16 146. #define VENOM_CLASS	17 147. #define MAXOCLASSES     18 148.  149.  #define ALLOW_COUNT	(MAXOCLASSES+1)	/* Can be used in the object class */ 150. #define ALL_CLASSES	(MAXOCLASSES+2)	/* input to getobj. */ 151.  #define ALLOW_NONE	(MAXOCLASSES+3)	/*				   */ 152.  153.  #define BURNING_OIL	(MAXOCLASSES+1)	/* Can be used as input to explode. */ 154.   155.  #if 0	/* moved to decl.h so that makedefs.c won't see them */ 156. extern const char def_oc_syms[MAXOCLASSES];	/* default class symbols */ 157. extern uchar oc_syms[MAXOCLASSES];		/* current class symbols */ 158. #endif 159.  160.  /* Default definitions of all object-symbols (must match classes above). */ 161.   162.  #define ILLOBJ_SYM	']'	/* should be same as S_MIMIC_DEF      */ 163. #define WEAPON_SYM	')'  164.  #define ARMOR_SYM	'['  165.  #define RING_SYM	'='  166.  #define AMULET_SYM	'"'  167.  #define TOOL_SYM	'('  168.  #define FOOD_SYM	'%'  169.  #define POTION_SYM	'!'  170.  #define SCROLL_SYM	'?'  171.  #define SPBOOK_SYM	'+'  172.  #define WAND_SYM	'/'  173.  #define GOLD_SYM	'$'  174.  #define GEM_SYM		'*'  175.  #define ROCK_SYM	'`'  176.  #define BALL_SYM	'0'  177.  #define CHAIN_SYM	'_'  178.  #define VENOM_SYM	'.'  179.   180.  struct fruit {  181.  	char fname[PL_FSIZ];  182.  	int fid;  183.  	struct fruit *nextf;  184.  };  185.  #define newfruit (struct fruit *)alloc(sizeof(struct fruit))  186.  #define dealloc_fruit(rind) free((genericptr_t) (rind))  187.   188.  #define OBJ_NAME(obj)  (obj_descr[(obj).oc_name_idx].oc_name)  189.  #define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)  190.  #endif /* OBJCLASS_H */