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Source:Objclass.h

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The objclass.h file contains C-language declarations for objects. It is a header file and part of the source code for NetHack 3.4.3.

Top of file Edit

/*      SCCS Id: @(#)objclass.h 3.4     1996/06/16      */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
#ifndef OBJCLASS_H
#define OBJCLASS_H

/* definition of a class of objects */

struct objclass Edit

struct objclass {
        short   oc_name_idx;            /* index of actual name */
        short   oc_descr_idx;           /* description when name unknown */
        char *  oc_uname;               /* called by user */
        Bitfield(oc_name_known,1);
        Bitfield(oc_merge,1);   /* merge otherwise equal objects */
        Bitfield(oc_uses_known,1); /* obj->known affects full decription */
                                /* otherwise, obj->dknown and obj->bknown */
                                /* tell all, and obj->known should always */
                                /* be set for proper merging behavior */
        Bitfield(oc_pre_discovered,1);  /* Already known at start of game; */
                                        /* won't be listed as a discovery. */
        Bitfield(oc_magic,1);   /* inherently magical object */
        Bitfield(oc_charged,1); /* may have +n or (n) charges */
        Bitfield(oc_unique,1);  /* special one-of-a-kind object */
        Bitfield(oc_nowish,1);  /* cannot wish for this object */

        Bitfield(oc_big,1);
#define oc_bimanual     oc_big  /* for weapons & tools used as weapons */
#define oc_bulky        oc_big  /* for armor */
        Bitfield(oc_tough,1);   /* hard gems/rings */

        Bitfield(oc_dir,2);
#define NODIR           1       /* for wands/spells: non-directional */
#define IMMEDIATE       2       /*                   directional */
#define RAY             3       /*                   zap beams */

#define PIERCE          1       /* for weapons & tools used as weapons */
#define SLASH           2       /* (latter includes iron ball & chain) */
#define WHACK           0

        /*Bitfield(oc_subtyp,3);*/      /* Now too big for a bitfield... see below */

        Bitfield(oc_material,5);
#define LIQUID          1       /* currently only for venom */
#define WAX             2
#define VEGGY           3       /* foodstuffs */
#define FLESH           4       /*   ditto    */
#define PAPER           5
#define CLOTH           6
#define LEATHER         7
#define WOOD            8
#define BONE            9
#define DRAGON_HIDE     10      /* not leather! */
#define IRON            11      /* Fe - includes steel */
#define METAL           12      /* Sn, &c. */
#define COPPER          13      /* Cu - includes brass */
#define SILVER          14      /* Ag */
#define GOLD            15      /* Au */
#define PLATINUM        16      /* Pt */
#define MITHRIL         17
#define PLASTIC         18
#define GLASS           19
#define GEMSTONE        20
#define MINERAL         21

#define is_organic(otmp)        (objects[otmp->otyp].oc_material <= WOOD)
#define is_metallic(otmp)       (objects[otmp->otyp].oc_material >= IRON && \
                                 objects[otmp->otyp].oc_material <= MITHRIL)

/* primary damage: fire/rust/--- */
/* is_flammable(otmp), is_rottable(otmp) in mkobj.c */
#define is_rustprone(otmp)      (objects[otmp->otyp].oc_material == IRON)

/* secondary damage: rot/acid/acid */
#define is_corrodeable(otmp)    (objects[otmp->otyp].oc_material == COPPER || objects[otmp->otyp].oc_material == IRON)

#define is_damageable(otmp) (is_rustprone(otmp) || is_flammable(otmp) || \
                                is_rottable(otmp) || is_corrodeable(otmp))

        schar   oc_subtyp;
#define oc_skill        oc_subtyp   /* Skills of weapons, spellbooks, tools, gems */
#define oc_armcat       oc_subtyp   /* for armor */
#define ARM_SHIELD      1       /* needed for special wear function */
#define ARM_HELM        2
#define ARM_GLOVES      3
#define ARM_BOOTS       4
#define ARM_CLOAK       5
#define ARM_SHIRT       6
#define ARM_SUIT        0

        uchar   oc_oprop;               /* property (invis, &c.) conveyed */
        char    oc_class;               /* object class */
        schar   oc_delay;               /* delay when using such an object */
        uchar   oc_color;               /* color of the object */

        short   oc_prob;                /* probability, used in mkobj() */
        unsigned short  oc_weight;      /* encumbrance (1 cn = 0.1 lb.) */
        short   oc_cost;                /* base cost in shops */
/* Check the AD&D rules!  The FIRST is small monster damage. */
/* for weapons, and tools, rocks, and gems useful as weapons */
        schar   oc_wsdam, oc_wldam;     /* max small/large monster damage */
        schar   oc_oc1, oc_oc2;
#define oc_hitbon       oc_oc1          /* weapons: "to hit" bonus */

#define a_ac            oc_oc1  /* armor class, used in ARM_BONUS in do.c */
#define a_can           oc_oc2          /* armor: used in mhitu.c */
#define oc_level        oc_oc2          /* books: spell level */

        unsigned short  oc_nutrition;   /* food value */
};

object descriptions Edit

struct objdescr {
        const char *oc_name;            /* actual name */
        const char *oc_descr;           /* description when name unknown */
};

extern NEARDATA struct objclass objects[];
extern NEARDATA struct objdescr obj_descr[];

object classes Edit

/*
 * All objects have a class. Make sure that all classes have a corresponding
 * symbol below.
 */
#define RANDOM_CLASS     0      /* used for generating random objects */
#define ILLOBJ_CLASS     1
#define WEAPON_CLASS     2
#define ARMOR_CLASS      3
#define RING_CLASS       4
#define AMULET_CLASS     5
#define TOOL_CLASS       6
#define FOOD_CLASS       7
#define POTION_CLASS     8
#define SCROLL_CLASS     9
#define SPBOOK_CLASS    10      /* actually SPELL-book */
#define WAND_CLASS      11
#define COIN_CLASS      12
#define GEM_CLASS       13
#define ROCK_CLASS      14
#define BALL_CLASS      15
#define CHAIN_CLASS     16
#define VENOM_CLASS     17
#define MAXOCLASSES     18

#define ALLOW_COUNT     (MAXOCLASSES+1) /* Can be used in the object class */
#define ALL_CLASSES     (MAXOCLASSES+2) /* input to getobj().              */
#define ALLOW_NONE      (MAXOCLASSES+3) /*                                 */

#define BURNING_OIL     (MAXOCLASSES+1) /* Can be used as input to explode. */
#define MON_EXPLODE     (MAXOCLASSES+2) /* Exploding monster (e.g. gas spore) */

#if 0   /* moved to decl.h so that makedefs.c won't see them */
extern const char def_oc_syms[MAXOCLASSES];     /* default class symbols */
extern uchar oc_syms[MAXOCLASSES];              /* current class symbols */
#endif

/* Default definitions of all object-symbols (must match classes above). */

#define ILLOBJ_SYM      ']'     /* also used for mimics */
#define WEAPON_SYM      ')'
#define ARMOR_SYM       '['
#define RING_SYM        '='
#define AMULET_SYM      '"'
#define TOOL_SYM        '('
#define FOOD_SYM        '%'
#define POTION_SYM      '!'
#define SCROLL_SYM      '?'
#define SPBOOK_SYM      '+'
#define WAND_SYM        '/'
#define GOLD_SYM        '$'
#define GEM_SYM         '*'
#define ROCK_SYM        '`'
#define BALL_SYM        '0'
#define CHAIN_SYM       '_'
#define VENOM_SYM       '.'

user-defineable fruit data Edit

struct fruit {
        char fname[PL_FSIZ];
        int fid;
        struct fruit *nextf;
};
#define newfruit() (struct fruit *)alloc(sizeof(struct fruit))
#define dealloc_fruit(rind) free((genericptr_t) (rind))

object name and description macros Edit

#define OBJ_NAME(obj)  (obj_descr[(obj).oc_name_idx].oc_name)
#define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)

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