207 lines
6.6 KiB
C
207 lines
6.6 KiB
C
/* NetHack 3.6 objclass.h $NHDT-Date: 1462067744 2016/05/01 01:55:44 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.16 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Pasi Kallinen, 2018. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef OBJCLASS_H
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#define OBJCLASS_H
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/* [misnamed] definition of a type of object */
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enum obj_material_types {
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LIQUID = 1, /* currently only for venom */
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WAX,
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VEGGY, /* foodstuffs */
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FLESH, /* ditto */
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PAPER,
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CLOTH,
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LEATHER,
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WOOD,
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BONE,
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DRAGON_HIDE, /* not leather! */
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IRON, /* Fe - includes steel */
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METAL, /* Sn, &c. */
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COPPER, /* Cu - includes brass */
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SILVER, /* Ag */
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GOLD, /* Au */
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PLATINUM, /* Pt */
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MITHRIL,
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PLASTIC,
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GLASS,
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GEMSTONE,
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MINERAL
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};
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enum obj_armor_types {
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ARM_SUIT = 0,
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ARM_SHIELD, /* needed for special wear function */
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ARM_HELM,
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ARM_GLOVES,
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ARM_BOOTS,
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ARM_CLOAK,
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ARM_SHIRT
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};
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struct objclass {
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short oc_name_idx; /* index of actual name */
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short oc_descr_idx; /* description when name unknown */
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char *oc_uname; /* called by user */
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Bitfield(oc_name_known, 1);
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Bitfield(oc_merge, 1); /* merge otherwise equal objects */
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Bitfield(oc_uses_known, 1); /* obj->known affects full description;
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otherwise, obj->dknown and obj->bknown
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tell all, and obj->known should always
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be set for proper merging behavior. */
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Bitfield(oc_pre_discovered, 1); /* Already known at start of game;
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won't be listed as a discovery. */
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Bitfield(oc_magic, 1); /* inherently magical object */
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Bitfield(oc_charged, 1); /* may have +n or (n) charges */
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Bitfield(oc_unique, 1); /* special one-of-a-kind object */
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Bitfield(oc_nowish, 1); /* cannot wish for this object */
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Bitfield(oc_big, 1);
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#define oc_bimanual oc_big /* for weapons & tools used as weapons */
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#define oc_bulky oc_big /* for armor */
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Bitfield(oc_tough, 1); /* hard gems/rings */
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Bitfield(oc_dir, 2);
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#define NODIR 1 /* for wands/spells: non-directional */
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#define IMMEDIATE 2 /* directional */
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#define RAY 3 /* zap beams */
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#define PIERCE 1 /* for weapons & tools used as weapons */
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#define SLASH 2 /* (latter includes iron ball & chain) */
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#define WHACK 0
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/*Bitfield(oc_subtyp,3);*/ /* Now too big for a bitfield... see below */
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Bitfield(oc_material, 5); /* one of obj_material_types */
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#define is_organic(otmp) (objects[otmp->otyp].oc_material <= WOOD)
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#define is_metallic(otmp) \
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(objects[otmp->otyp].oc_material >= IRON \
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&& objects[otmp->otyp].oc_material <= MITHRIL)
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/* primary damage: fire/rust/--- */
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/* is_flammable(otmp), is_rottable(otmp) in mkobj.c */
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#define is_rustprone(otmp) (objects[otmp->otyp].oc_material == IRON)
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/* secondary damage: rot/acid/acid */
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#define is_corrodeable(otmp) \
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(objects[otmp->otyp].oc_material == COPPER \
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|| objects[otmp->otyp].oc_material == IRON)
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#define is_damageable(otmp) \
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(is_rustprone(otmp) || is_flammable(otmp) || is_rottable(otmp) \
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|| is_corrodeable(otmp))
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schar oc_subtyp;
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#define oc_skill oc_subtyp /* Skills of weapons, spellbooks, tools, gems */
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#define oc_armcat oc_subtyp /* for armor */
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uchar oc_oprop; /* property (invis, &c.) conveyed */
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char oc_class; /* object class */
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schar oc_delay; /* delay when using such an object */
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uchar oc_color; /* color of the object */
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short oc_prob; /* probability, used in mkobj() */
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unsigned short oc_weight; /* encumbrance (1 cn = 0.1 lb.) */
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short oc_cost; /* base cost in shops */
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/* Check the AD&D rules! The FIRST is small monster damage. */
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/* for weapons, and tools, rocks, and gems useful as weapons */
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schar oc_wsdam, oc_wldam; /* max small/large monster damage */
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schar oc_oc1, oc_oc2;
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#define oc_hitbon oc_oc1 /* weapons: "to hit" bonus */
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#define a_ac oc_oc1 /* armor class, used in ARM_BONUS in do.c */
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#define a_can oc_oc2 /* armor: used in mhitu.c */
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#define oc_level oc_oc2 /* books: spell level */
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unsigned short oc_nutrition; /* food value */
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};
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struct class_sym {
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char sym;
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const char *name;
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const char *explain;
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};
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struct objdescr {
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const char *oc_name; /* actual name */
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const char *oc_descr; /* description when name unknown */
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};
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extern NEARDATA struct objclass objects[];
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extern NEARDATA struct objdescr obj_descr[];
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/*
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* All objects have a class. Make sure that all classes have a corresponding
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* symbol below.
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*/
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enum obj_class_types {
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RANDOM_CLASS = 0, /* used for generating random objects */
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ILLOBJ_CLASS,
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WEAPON_CLASS,
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ARMOR_CLASS,
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RING_CLASS,
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AMULET_CLASS,
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TOOL_CLASS,
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FOOD_CLASS,
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POTION_CLASS,
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SCROLL_CLASS,
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SPBOOK_CLASS, /* actually SPELL-book */
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WAND_CLASS,
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COIN_CLASS,
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GEM_CLASS,
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ROCK_CLASS,
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BALL_CLASS,
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CHAIN_CLASS,
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VENOM_CLASS,
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MAXOCLASSES
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};
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#define ALLOW_COUNT (MAXOCLASSES + 1) /* Can be used in the object class */
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#define ALL_CLASSES (MAXOCLASSES + 2) /* input to getobj(). */
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#define ALLOW_NONE (MAXOCLASSES + 3)
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#define BURNING_OIL (MAXOCLASSES + 1) /* Can be used as input to explode. */
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#define MON_EXPLODE (MAXOCLASSES + 2) /* Exploding monster (e.g. gas spore) */
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#if 0 /* moved to decl.h so that makedefs.c won't see them */
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extern const struct class_sym
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def_oc_syms[MAXOCLASSES]; /* default class symbols */
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extern uchar oc_syms[MAXOCLASSES]; /* current class symbols */
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#endif
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/* Default definitions of all object-symbols (must match classes above). */
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#define ILLOBJ_SYM ']' /* also used for mimics */
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#define WEAPON_SYM ')'
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#define ARMOR_SYM '['
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#define RING_SYM '='
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#define AMULET_SYM '"'
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#define TOOL_SYM '('
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#define FOOD_SYM '%'
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#define POTION_SYM '!'
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#define SCROLL_SYM '?'
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#define SPBOOK_SYM '+'
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#define WAND_SYM '/'
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#define GOLD_SYM '$'
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#define GEM_SYM '*'
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#define ROCK_SYM '`'
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#define BALL_SYM '0'
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#define CHAIN_SYM '_'
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#define VENOM_SYM '.'
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struct fruit {
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char fname[PL_FSIZ];
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int fid;
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struct fruit *nextf;
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};
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#define newfruit() (struct fruit *) alloc(sizeof(struct fruit))
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#define dealloc_fruit(rind) free((genericptr_t)(rind))
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#define OBJ_NAME(obj) (obj_descr[(obj).oc_name_idx].oc_name)
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#define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)
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#endif /* OBJCLASS_H */
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