magic while wearing dragon scales/scale mail were being turned into random monsters instead of into dragons. Also Two items from <Someone>'s list. Files patched: include/obj.h src/mon.c, muse.c, worn.c, zap.c
224 lines
9.3 KiB
C
224 lines
9.3 KiB
C
/* SCCS Id: @(#)obj.h 3.3 2002/01/07 */
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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 OBJ_H
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#define OBJ_H
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/* #define obj obj_nh */ /* uncomment for SCO UNIX, which has a conflicting
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* typedef for "obj" in <sys/types.h> */
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union vptrs {
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struct obj *v_nexthere; /* floor location lists */
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struct obj *v_ocontainer; /* point back to container */
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struct monst *v_ocarry; /* point back to carrying monst */
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};
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struct obj {
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struct obj *nobj;
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union vptrs v;
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#define nexthere v.v_nexthere
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#define ocontainer v.v_ocontainer
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#define ocarry v.v_ocarry
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struct obj *cobj; /* contents list for containers */
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unsigned o_id;
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xchar ox,oy;
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short otyp; /* object class number */
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unsigned owt;
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long quan; /* number of items */
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schar spe; /* quality of weapon, armor or ring (+ or -)
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number of charges for wand ( >= -1 )
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marks your eggs, spinach tins
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royal coffers for a court ( == 2)
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tells which fruit a fruit is
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special for uball and amulet %% BAH */
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char oclass; /* object class */
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char invlet; /* designation in inventory */
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char oartifact; /* artifact array index */
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xchar where; /* where the object thinks it is */
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#define OBJ_FREE 0 /* object not attached to anything */
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#define OBJ_FLOOR 1 /* object on floor */
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#define OBJ_CONTAINED 2 /* object in a container */
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#define OBJ_INVENT 3 /* object in the hero's inventory */
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#define OBJ_MINVENT 4 /* object in a monster inventory */
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#define OBJ_MIGRATING 5 /* object sent off to another level */
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#define OBJ_BURIED 6 /* object buried */
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#define OBJ_ONBILL 7 /* object on shk bill */
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#define NOBJ_STATES 8
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xchar timed; /* # of fuses (timers) attached to this obj */
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Bitfield(cursed,1);
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Bitfield(blessed,1);
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Bitfield(unpaid,1); /* on some bill */
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Bitfield(no_charge,1); /* if shk shouldn't charge for this */
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Bitfield(known,1); /* exact nature known */
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Bitfield(dknown,1); /* color or text known */
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Bitfield(bknown,1); /* blessing or curse known */
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Bitfield(rknown,1); /* rustproof or not known */
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Bitfield(oeroded,2); /* rusted/burnt weapon/armor */
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Bitfield(oeroded2,2); /* corroded/rotted weapon/armor */
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#define greatest_erosion(otmp) (int)((otmp)->oeroded > (otmp)->oeroded2 ? (otmp)->oeroded : (otmp)->oeroded2)
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#define MAX_ERODE 3
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#define orotten oeroded /* rotten food */
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#define odiluted oeroded /* diluted potions */
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#define norevive oeroded2
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Bitfield(oerodeproof,1); /* erodeproof weapon/armor */
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Bitfield(olocked,1); /* object is locked */
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Bitfield(obroken,1); /* lock has been broken */
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Bitfield(otrapped,1); /* container is trapped */
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#define opoisoned otrapped /* object (weapon) is coated with poison */
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Bitfield(recharged,3); /* number of times it's been recharged */
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Bitfield(lamplit,1); /* a light-source -- can be lit */
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#ifdef INVISIBLE_OBJECTS
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Bitfield(oinvis,1); /* invisible */
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#endif
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Bitfield(greased,1); /* covered with grease */
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Bitfield(oattached,2); /* obj struct has special attachment */
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#define OATTACHED_NOTHING 0
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#define OATTACHED_MONST 1 /* monst struct in oextra */
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#define OATTACHED_M_ID 2 /* monst id in oextra */
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#define OATTACHED_UNUSED3 3
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Bitfield(in_use,1); /* for magic items before useup items */
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Bitfield(bypass,1); /* mark this as an object to be skipped by bhito() */
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/* 6 free bits */
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int corpsenm; /* type of corpse is mons[corpsenm] */
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#define leashmon corpsenm /* gets m_id of attached pet */
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#define spestudied corpsenm /* how many times a spellbook has been studied */
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unsigned oeaten; /* nutrition left in food, if partly eaten */
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long age; /* creation date */
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uchar onamelth; /* length of name (following oxlth) */
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short oxlth; /* length of following data */
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/* in order to prevent alignment problems oextra should
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be (or follow) a long int */
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long owornmask;
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long oextra[1]; /* used for name of ordinary objects - length
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is flexible; amount for tmp gold objects */
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};
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#define newobj(xl) (struct obj *)alloc((unsigned)(xl) + sizeof(struct obj))
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#define ONAME(otmp) (((char *)(otmp)->oextra) + (otmp)->oxlth)
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/* Weapons and weapon-tools */
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/* KMH -- now based on skill categories. Formerly:
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* #define is_sword(otmp) (otmp->oclass == WEAPON_CLASS && \
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* objects[otmp->otyp].oc_wepcat == WEP_SWORD)
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* #define is_blade(otmp) (otmp->oclass == WEAPON_CLASS && \
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* (objects[otmp->otyp].oc_wepcat == WEP_BLADE || \
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* objects[otmp->otyp].oc_wepcat == WEP_SWORD))
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* #define is_weptool(o) ((o)->oclass == TOOL_CLASS && \
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* objects[(o)->otyp].oc_weptool)
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* #define is_multigen(otyp) (otyp <= SHURIKEN)
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* #define is_poisonable(otyp) (otyp <= BEC_DE_CORBIN)
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*/
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#define is_blade(otmp) (otmp->oclass == WEAPON_CLASS && \
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objects[otmp->otyp].oc_skill >= P_DAGGER && \
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objects[otmp->otyp].oc_skill <= P_SABER)
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#define is_axe(otmp) ((otmp->oclass == WEAPON_CLASS || \
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otmp->oclass == TOOL_CLASS) && \
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objects[otmp->otyp].oc_skill == P_AXE)
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#define is_pick(otmp) ((otmp->oclass == WEAPON_CLASS || \
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otmp->oclass == TOOL_CLASS) && \
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objects[otmp->otyp].oc_skill == P_PICK_AXE)
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#define is_sword(otmp) (otmp->oclass == WEAPON_CLASS && \
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objects[otmp->otyp].oc_skill >= P_SHORT_SWORD && \
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objects[otmp->otyp].oc_skill <= P_SABER)
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#define is_pole(otmp) ((otmp->oclass == WEAPON_CLASS || \
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otmp->oclass == TOOL_CLASS) && \
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(objects[otmp->otyp].oc_skill == P_POLEARMS || \
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objects[otmp->otyp].oc_skill == P_LANCE))
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#define is_spear(otmp) (otmp->oclass == WEAPON_CLASS && \
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objects[otmp->otyp].oc_skill >= P_SPEAR && \
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objects[otmp->otyp].oc_skill <= P_JAVELIN)
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#define is_launcher(otmp) (otmp->oclass == WEAPON_CLASS && \
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objects[otmp->otyp].oc_skill >= P_BOW && \
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objects[otmp->otyp].oc_skill <= P_CROSSBOW)
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#define is_ammo(otmp) ((otmp->oclass == WEAPON_CLASS || \
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otmp->oclass == GEM_CLASS) && \
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objects[otmp->otyp].oc_skill >= -P_CROSSBOW && \
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objects[otmp->otyp].oc_skill <= -P_BOW)
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#define ammo_and_launcher(otmp,ltmp) \
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(is_ammo(otmp) && (ltmp) && \
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objects[(otmp)->otyp].oc_skill == -objects[(ltmp)->otyp].oc_skill)
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#define is_missile(otmp) ((otmp->oclass == WEAPON_CLASS || \
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otmp->oclass == TOOL_CLASS) && \
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objects[otmp->otyp].oc_skill >= -P_BOOMERANG && \
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objects[otmp->otyp].oc_skill <= -P_DART)
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#define is_weptool(o) ((o)->oclass == TOOL_CLASS && \
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objects[(o)->otyp].oc_skill != P_NONE)
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#define bimanual(otmp) ((otmp->oclass == WEAPON_CLASS || \
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otmp->oclass == TOOL_CLASS) && \
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objects[otmp->otyp].oc_bimanual)
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#define is_multigen(otmp) (otmp->oclass == WEAPON_CLASS && \
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objects[otmp->otyp].oc_skill >= -P_SHURIKEN && \
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objects[otmp->otyp].oc_skill <= -P_BOW)
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#define is_poisonable(otmp) (otmp->oclass == WEAPON_CLASS && \
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objects[otmp->otyp].oc_skill >= -P_SHURIKEN && \
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objects[otmp->otyp].oc_skill <= -P_BOW)
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#define uslinging() (uwep && objects[uwep->otyp].oc_skill == P_SLING)
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/* Armor */
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#define is_shield(otmp) (otmp->oclass == ARMOR_CLASS && \
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objects[otmp->otyp].oc_armcat == ARM_SHIELD)
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#define is_helmet(otmp) (otmp->oclass == ARMOR_CLASS && \
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objects[otmp->otyp].oc_armcat == ARM_HELM)
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#define is_boots(otmp) (otmp->oclass == ARMOR_CLASS && \
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objects[otmp->otyp].oc_armcat == ARM_BOOTS)
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#define is_gloves(otmp) (otmp->oclass == ARMOR_CLASS && \
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objects[otmp->otyp].oc_armcat == ARM_GLOVES)
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#define is_cloak(otmp) (otmp->oclass == ARMOR_CLASS && \
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objects[otmp->otyp].oc_armcat == ARM_CLOAK)
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#define is_shirt(otmp) (otmp->oclass == ARMOR_CLASS && \
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objects[otmp->otyp].oc_armcat == ARM_SHIRT)
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#define is_suit(otmp) (otmp->oclass == ARMOR_CLASS && \
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objects[otmp->otyp].oc_armcat == ARM_SUIT)
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/* Eggs and other food */
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#define MAX_EGG_HATCH_TIME 200 /* longest an egg can remain unhatched */
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#define stale_egg(egg) ((monstermoves - (egg)->age) > (2*MAX_EGG_HATCH_TIME))
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#define ofood(o) ((o)->otyp == CORPSE || (o)->otyp == EGG || (o)->otyp == TIN)
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#define polyfodder(obj) (ofood(obj) && \
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pm_to_cham((obj)->corpsenm) != CHAM_ORDINARY)
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#define mlevelgain(obj) (ofood(obj) && (obj)->corpsenm == PM_WRAITH)
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#define mhealup(obj) (ofood(obj) && (obj)->corpsenm == PM_NURSE)
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/* Containers */
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#define carried(o) ((o)->where == OBJ_INVENT)
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#define mcarried(o) ((o)->where == OBJ_MINVENT)
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#define Has_contents(o) (/* (Is_container(o) || (o)->otyp == STATUE) && */ \
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(o)->cobj != (struct obj *)0)
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#define Is_container(o) ((o)->otyp >= LARGE_BOX && (o)->otyp <= BAG_OF_TRICKS)
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#define Is_box(otmp) (otmp->otyp == LARGE_BOX || otmp->otyp == CHEST)
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#define Is_mbag(otmp) (otmp->otyp == BAG_OF_HOLDING || \
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otmp->otyp == BAG_OF_TRICKS)
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/* dragon gear */
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#define Is_dragon_scales(obj) ((obj)->otyp >= GRAY_DRAGON_SCALES && \
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(obj)->otyp <= YELLOW_DRAGON_SCALES)
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#define Is_dragon_mail(obj) ((obj)->otyp >= GRAY_DRAGON_SCALE_MAIL && \
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(obj)->otyp <= YELLOW_DRAGON_SCALE_MAIL)
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#define Is_dragon_armor(obj) (Is_dragon_scales(obj) || Is_dragon_mail(obj))
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#define Dragon_scales_to_pm(obj) &mons[PM_GRAY_DRAGON + (obj)->otyp \
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- GRAY_DRAGON_SCALES]
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#define Dragon_mail_to_pm(obj) &mons[PM_GRAY_DRAGON + (obj)->otyp \
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- GRAY_DRAGON_SCALE_MAIL]
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#define Dragon_to_scales(pm) (GRAY_DRAGON_SCALES + (pm - mons))
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/* Light sources */
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#define Is_candle(otmp) (otmp->otyp == TALLOW_CANDLE || \
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otmp->otyp == WAX_CANDLE)
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#define MAX_OIL_IN_FLASK 400 /* maximum amount of oil in a potion of oil */
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/* Flags for get_obj_location(). */
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#define CONTAINED_TOO 0x1
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#define BURIED_TOO 0x2
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#endif /* OBJ_H */
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