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Source:NetHack 3.4.0/objclass.h

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Below is the full text to objclass.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/objclass.h#line123]], for example.

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

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)objclass.h 3.4	1996/06/16	*/
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(otmp), is_rottable(otmp) in mkobj.c */
72.   #define is_rustprone(otmp)	(objects[otmp->otyp].oc_material == IRON)
73.   
74.   /* secondary damage: rot/acid/acid */
75.   #define is_corrodeable(otmp)	(objects[otmp->otyp].oc_material == COPPER || objects[otmp->otyp].oc_material == IRON)
76.   
77.   #define is_damageable(otmp) (is_rustprone(otmp) || is_flammable(otmp) || \
78.   				is_rottable || 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.   	uchar	oc_color;		/* color of the object */
95.   
96.   	short	oc_prob;		/* probability, used in mkobj() */
97.   	unsigned short	oc_weight;	/* encumbrance (1 cn = 0.1 lb.) */
98.   	short	oc_cost;		/* base cost in shops */
99.   /* Check the AD&D rules!  The FIRST is small monster damage. */
100.  /* for weapons, and tools, rocks, and gems useful as weapons */
101.  	schar	oc_wsdam, oc_wldam;	/* max small/large monster damage */
102.  	schar	oc_oc1, oc_oc2;
103.  #define oc_hitbon	oc_oc1		/* weapons: "to hit" bonus */
104.  
105.  #define a_ac		oc_oc1	/* armor class, used in ARM_BONUS in do.c */
106.  #define a_can		oc_oc2		/* armor: used in mhitu.c */
107.  #define oc_level	oc_oc2		/* books: spell level */
108.  
109.  	unsigned short	oc_nutrition;	/* food value */
110.  };
111.  
112.  struct objdescr {
113.  	const char *oc_name;		/* actual name */
114.  	const char *oc_descr;		/* description when name unknown */
115.  };
116.  
117.  extern NEARDATA struct objclass objects[];
118.  extern NEARDATA struct objdescr obj_descr[];
119.  
120.  /*
121.   * All objects have a class. Make sure that all classes have a corresponding
122.   * symbol below.
123.   */
124.  #define RANDOM_CLASS	 0	/* used for generating random objects */
125.  #define ILLOBJ_CLASS	 1
126.  #define WEAPON_CLASS	 2
127.  #define ARMOR_CLASS	 3
128.  #define RING_CLASS	 4
129.  #define AMULET_CLASS	 5
130.  #define TOOL_CLASS	 6
131.  #define FOOD_CLASS	 7
132.  #define POTION_CLASS	 8
133.  #define SCROLL_CLASS	 9
134.  #define SPBOOK_CLASS	10	/* actually SPELL-book */
135.  #define WAND_CLASS	11
136.  #define GOLD_CLASS	12
137.  #define GEM_CLASS	13
138.  #define ROCK_CLASS	14
139.  #define BALL_CLASS	15
140.  #define CHAIN_CLASS	16
141.  #define VENOM_CLASS	17
142.  #define MAXOCLASSES	18
143.  
144.  #define ALLOW_COUNT	(MAXOCLASSES+1) /* Can be used in the object class */
145.  #define ALL_CLASSES	(MAXOCLASSES+2) /* input to getobj().		   */
146.  #define ALLOW_NONE	(MAXOCLASSES+3) /*				   */
147.  
148.  #define BURNING_OIL	(MAXOCLASSES+1) /* Can be used as input to explode. */
149.  #define MON_EXPLODE	(MAXOCLASSES+2) /* Exploding monster (e.g. gas spore) */
150.  
151.  #if 0	/* moved to decl.h so that makedefs.c won't see them */
152.  extern const char def_oc_syms[MAXOCLASSES];	/* default class symbols */
153.  extern uchar oc_syms[MAXOCLASSES];		/* current class symbols */
154.  #endif
155.  
156.  /* Default definitions of all object-symbols (must match classes above). */
157.  
158.  #define ILLOBJ_SYM	']'	/* also used for mimics */
159.  #define WEAPON_SYM	')'
160.  #define ARMOR_SYM	'['
161.  #define RING_SYM	'='
162.  #define AMULET_SYM	'"'
163.  #define TOOL_SYM	'('
164.  #define FOOD_SYM	'%'
165.  #define POTION_SYM	'!'
166.  #define SCROLL_SYM	'?'
167.  #define SPBOOK_SYM	'+'
168.  #define WAND_SYM	'/'
169.  #define GOLD_SYM	'$'
170.  #define GEM_SYM		'*'
171.  #define ROCK_SYM	'`'
172.  #define BALL_SYM	'0'
173.  #define CHAIN_SYM	'_'
174.  #define VENOM_SYM	'.'
175.  
176.  struct fruit {
177.  	char fname[PL_FSIZ];
178.  	int fid;
179.  	struct fruit *nextf;
180.  };
181.  #define newfruit() (struct fruit *)alloc(sizeof(struct fruit))
182.  #define dealloc_fruit(rind) free((genericptr_t) (rind))
183.  
184.  #define OBJ_NAME(obj)  (obj_descr[(obj).oc_name_idx].oc_name)
185.  #define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)
186.  #endif /* OBJCLASS_H */

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