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,3);
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 EXPLOSION	4	/* (rockets,  grenades) */
40 #define WHACK		0
41 
42 	Bitfield(oc_material,5);
43 #define LIQUID		1	/* currently only for venom */
44 #define WAX		2
45 #define VEGGY		3	/* foodstuffs */
46 #define FLESH		4	/*   ditto    */
47 #define PAPER		5
48 #define CLOTH		6
49 #define LEATHER		7
50 #define WOOD		8
51 #define BONE		9
52 #define DRAGON_HIDE	10	/* not leather! */
53 #define IRON		11	/* Fe - includes steel */
54 #define METAL		12	/* Sn, &c. */
55 #define COPPER		13	/* Cu - includes brass */
56 #define SILVER		14	/* Ag */
57 #define GOLD		15	/* Au */
58 #define PLATINUM	16	/* Pt */
59 #define MITHRIL		17
60 #define PLASTIC		18
61 #define GLASS		19
62 #define GEMSTONE	20
63 #define MINERAL		21
64 
65 #define is_organic(otmp)	(objects[(otmp)->otyp].oc_material <= WOOD)
66 #define is_metallic(otmp)	(objects[(otmp)->otyp].oc_material >= IRON && \
67 				 objects[(otmp)->otyp].oc_material <= MITHRIL)
68 
69 /* primary damage: fire/rust/--- */
70 /* is_flammable(otmp), is_rottable(otmp) in mkobj.c */
71 #define is_rustprone(otmp)	(objects[otmp->otyp].oc_material == IRON)
72 
73 /* secondary damage: rot/acid/acid */
74 #define is_corrodeable(otmp)	(objects[otmp->otyp].oc_material == COPPER || objects[otmp->otyp].oc_material == IRON)
75 
76 #define is_damageable(otmp) (is_rustprone(otmp) || is_flammable(otmp) || \
77 				is_rottable(otmp) || is_corrodeable(otmp))
78 
79 	schar	oc_subtyp;
80 /*	Bitfield(oc_subtyp,3);*/	/* Now too big for a bitfield */
81 #define oc_skill	oc_subtyp   /* for 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 #define oc_range	oc_wsdam	/* for strength independant ranged weapons */
103 #define oc_rof		oc_wldam	/* rate of fire bonus for ranged weapons */
104 
105 	schar	oc_oc1, oc_oc2;
106 #define oc_hitbon	oc_oc1		/* weapons: "to hit" bonus */
107 #define w_ammotyp	oc_oc2		/* type of ammo taken by ranged weapon */
108 #define WP_GENERIC	0		/* all ammo subclasses ok */
109 #define WP_BULLET	1
110 #define WP_SHELL	2
111 #define WP_ROCKET	3
112 #define WP_GRENADE	4
113 
114 #define a_ac		oc_oc1	/* armor class, used in ARM_BONUS in do.c */
115 #define a_can		oc_oc2		/* armor: used in mhitu.c */
116 #define oc_level	oc_oc2		/* books: spell level */
117 
118 	unsigned short	oc_nutrition;	/* food value */
119 };
120 
121 struct objdescr {
122 	const char *oc_name;		/* actual name */
123 	const char *oc_descr;		/* description when name unknown */
124 };
125 
126 extern NEARDATA struct objclass objects[];
127 extern NEARDATA struct objdescr obj_descr[];
128 
129 /*
130  * All objects have a class. Make sure that all classes have a corresponding
131  * symbol below.
132  */
133 #define RANDOM_CLASS	 0	/* used for generating random objects */
134 #define ILLOBJ_CLASS	 1
135 #define WEAPON_CLASS	 2
136 #define ARMOR_CLASS	 3
137 #define RING_CLASS	 4
138 #define AMULET_CLASS	 5
139 #define TOOL_CLASS	 6
140 #define FOOD_CLASS	 7
141 #define POTION_CLASS	 8
142 #define SCROLL_CLASS	 9
143 #define SPBOOK_CLASS	10	/* actually SPELL-book */
144 #define WAND_CLASS	11
145 #define COIN_CLASS	12
146 #define GEM_CLASS	13
147 #define ROCK_CLASS	14
148 #define BALL_CLASS	15
149 #define CHAIN_CLASS	16
150 #define VENOM_CLASS	17
151 #define MAXOCLASSES	18
152 
153 #define ALLOW_COUNT	(MAXOCLASSES+1) /* Can be used in the object class */
154 #define ALL_CLASSES	(MAXOCLASSES+2) /* input to getobj().		   */
155 #define ALLOW_NONE	(MAXOCLASSES+3) /*				   */
156 #define ALLOW_FLOOROBJ	(MAXOCLASSES+4) /*				   */
157 #define ALLOW_THISPLACE	(MAXOCLASSES+5) /*				   */
158 
159 #define BURNING_OIL	(MAXOCLASSES+1) /* Can be used as input to explode. */
160 #define MON_EXPLODE	(MAXOCLASSES+2) /* Exploding monster (e.g. gas spore) */
161 
162 #if 0	/* moved to decl.h so that makedefs.c won't see them */
163 extern const char def_oc_syms[MAXOCLASSES];	/* default class symbols */
164 extern uchar oc_syms[MAXOCLASSES];		/* current class symbols */
165 #endif
166 
167 /* Default definitions of all object-symbols (must match classes above). */
168 
169 #define ILLOBJ_SYM	']'	/* also used for mimics */
170 #define WEAPON_SYM	')'
171 #define ARMOR_SYM	'['
172 #define RING_SYM	'='
173 #define AMULET_SYM	'"'
174 #define TOOL_SYM	'('
175 #define FOOD_SYM	'%'
176 #define POTION_SYM	'!'
177 #define SCROLL_SYM	'?'
178 #define SPBOOK_SYM	'+'
179 #define WAND_SYM	'/'
180 #define GOLD_SYM	'$'
181 #define GEM_SYM		'*'
182 #define ROCK_SYM	'`'
183 #define BALL_SYM	'0'
184 #define CHAIN_SYM	'_'
185 #define VENOM_SYM	'.'
186 
187 struct fruit {
188 	char fname[PL_FSIZ];
189 	int fid;
190 	struct fruit *nextf;
191 };
192 #define newfruit() (struct fruit *)alloc(sizeof(struct fruit))
193 #define dealloc_fruit(rind) free((genericptr_t) (rind))
194 
195 #define OBJ_NAME(obj)  (obj_descr[(obj).oc_name_idx].oc_name)
196 #define OBJ_DESCR(obj) (obj_descr[(obj).oc_descr_idx].oc_descr)
197 #endif /* OBJCLASS_H */
198