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Below is the full text to objclass.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/objclass.h#line123]], for example. Warning! This is the source code from an old release. For the latest release, see Source code

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  • Source:NetHack 3.0.0/objclass.h
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  • Below is the full text to objclass.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/objclass.h#line123]], for example. Warning! This is the source code from an old release. For the latest release, see Source code
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  • Below is the full text to objclass.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/objclass.h#line123]], for example. Warning! This is the source code from an old release. For the latest release, see Source code 1. /* SCCS Id: @(#)objclass.h 3.0 89/01/10 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. char *oc_name; /* actual name */ 12. char *oc_descr; /* 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_bool,1); 17. #define oc_bimanual oc_bool /* for weapons */ 18. #define oc_bulky oc_bool /* for armor */ 19. #define oc_charged oc_bool /* for rings & tools: allow +n or (n) */ 20. Bitfield(oc_material,4); 21. #define GLASS 1 22. #define WOOD 2 23. #define METAL 4 24. #define MINERAL 8 25. uchar oc_oprop; /* property (invis, &c.) conveyed */ 26. char oc_olet; 27. int oc_prob; /* probability for mkobj() */ 28. schar oc_delay; /* delay when using such an object */ 29. uchar oc_weight; 30. int oc_cost; /* base cost in shops */ 31. schar oc_oc1, oc_oc2; 32. int oc_oi; 33. #define nutrition oc_oi /* for foods */ 34. #define w_propellor oc_oi /* for weapons */ 35. #define WP_BOW 1 36. #define WP_SLING 2 37. #define WP_CROSSBOW 3 38. #define a_ac oc_oc1 /* for armors - only used in ARM_BONUS */ 39. #define ARM_BONUS(obj) ((10 - objects[obj->otyp].a_ac) + obj->spe) 40. #define a_can oc_oc2 /* for armors */ 41. #define bits oc_oc1 /* for wands */ 42. /* wands */ 43. #define NODIR 1 44. #define IMMEDIATE 2 45. #define RAY 4 46. /* Check the AD&D rules! The FIRST is small monster damage. */ 47. #define wsdam oc_oc1 /* for weapons, PICK_AXE, rocks, and gems */ 48. #define wldam oc_oc2 /* for weapons, PICK_AXE, rocks, and gems */ 49. 50. #define g_val oc_cost /* for gems: value on exit */ 51. 52. #ifdef SPELLS 53. #define spl_lev oc_oi /* for books: spell level */ 54. #endif 55. }; 56. 57. extern struct objclass objects[]; 58. 59. /* definitions of all object-symbols */ 60. 61. #define RANDOM_SYM '\0' /* used for generating random objects */ 62. #define ILLOBJ_SYM '\\' 63. #define AMULET_SYM '"' 64. #define FOOD_SYM '%' 65. #define WEAPON_SYM ')' 66. #define TOOL_SYM '(' 67. #define BALL_SYM '0' 68. #define CHAIN_SYM '_' 69. #define ROCK_SYM '`' 70. #define ARMOR_SYM '[' 71. #define POTION_SYM '!' 72. #define SCROLL_SYM '?' 73. #define WAND_SYM '/' 74. #define RING_SYM '=' 75. #define GEM_SYM '*' 76. #define GOLD_SYM '$' 77. #define VENOM_SYM '.' 78. #ifdef SPELLS 79. #define SPBOOK_SYM '+' /* actually SPELL-book */ 80. #endif 81. /* Other places with explicit knowledge of object symbols: 82. * pager.c: if(q == '%') pline("%% a piece of food"); 83. */ 84. 85. struct fruit { 86. char fname[PL_FSIZ]; 87. int fid; 88. struct fruit *nextf; 89. }; 90. #define newfruit() (struct fruit *)alloc(sizeof(struct fruit)) 91. #endif /* OBJCLASS_H */
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