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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
49 lines
1.4 KiB
C
49 lines
1.4 KiB
C
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* def.obj.h - version 1.0.3 */
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struct obj {
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struct obj *nobj;
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unsigned o_id;
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unsigned o_cnt_id; /* id of container object is in */
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xchar ox,oy;
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xchar odx,ody;
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uchar otyp;
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uchar owt;
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uchar quan; /* use oextra for tmp gold objects */
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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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special for uball and amulet %% BAH */
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char olet;
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char invlet;
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Bitfield(oinvis,1); /* not yet implemented */
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Bitfield(odispl,1);
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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(cursed,1);
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Bitfield(unpaid,1); /* on some bill */
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Bitfield(rustfree,1);
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Bitfield(onamelth,6);
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long age; /* creation date */
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long owornmask;
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#define W_ARM 01L
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#define W_ARM2 02L
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#define W_ARMH 04L
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#define W_ARMS 010L
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#define W_ARMG 020L
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#define W_ARMOR (W_ARM | W_ARM2 | W_ARMH | W_ARMS | W_ARMG)
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#define W_RINGL 010000L /* make W_RINGL = RING_LEFT (see uprop) */
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#define W_RINGR 020000L
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#define W_RING (W_RINGL | W_RINGR)
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#define W_WEP 01000L
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#define W_BALL 02000L
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#define W_CHAIN 04000L
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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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extern struct obj *fobj;
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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)
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#define OGOLD(otmp) (otmp->oextra[0])
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