to make that field unconditional, otherwise NetHack won't compile without TEXTCOLOR defined. Also provides at least an interim solution for the has_color() problem that Warwick pointed out. Lastly, Archeologists know touchstones.
187 lines
6.0 KiB
C
187 lines
6.0 KiB
C
/* SCCS Id: @(#)objclass.h 3.3 96/06/16 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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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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/* definition of a class of objects */
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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 decription */
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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);
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#define LIQUID 1 /* currently only for venom */
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#define WAX 2
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#define VEGGY 3 /* foodstuffs */
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#define FLESH 4 /* ditto */
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#define PAPER 5
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#define CLOTH 6
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#define LEATHER 7
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#define WOOD 8
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#define BONE 9
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#define DRAGON_HIDE 10 /* not leather! */
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#define IRON 11 /* Fe - includes steel */
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#define METAL 12 /* Sn, &c. */
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#define COPPER 13 /* Cu - includes brass */
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#define SILVER 14 /* Ag */
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#define GOLD 15 /* Au */
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#define PLATINUM 16 /* Pt */
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#define MITHRIL 17
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#define PLASTIC 18
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#define GLASS 19
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#define GEMSTONE 20
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#define MINERAL 21
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#define is_organic(otmp) (objects[otmp->otyp].oc_material <= WOOD)
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#define is_metallic(otmp) (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) (objects[otmp->otyp].oc_material == COPPER || objects[otmp->otyp].oc_material == IRON)
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#define is_damageable(otmp) (is_rustprone(otmp) || is_flammable(otmp) || \
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is_rottable || 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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#define ARM_SHIELD 1 /* needed for special wear function */
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#define ARM_HELM 2
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#define ARM_GLOVES 3
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#define ARM_BOOTS 4
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#define ARM_CLOAK 5
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#define ARM_SHIRT 6
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#define ARM_SUIT 0
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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 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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#define RANDOM_CLASS 0 /* used for generating random objects */
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#define ILLOBJ_CLASS 1
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#define WEAPON_CLASS 2
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#define ARMOR_CLASS 3
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#define RING_CLASS 4
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#define AMULET_CLASS 5
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#define TOOL_CLASS 6
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#define FOOD_CLASS 7
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#define POTION_CLASS 8
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#define SCROLL_CLASS 9
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#define SPBOOK_CLASS 10 /* actually SPELL-book */
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#define WAND_CLASS 11
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#define GOLD_CLASS 12
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#define GEM_CLASS 13
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#define ROCK_CLASS 14
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#define BALL_CLASS 15
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#define CHAIN_CLASS 16
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#define VENOM_CLASS 17
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#define MAXOCLASSES 18
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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 char 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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