/* NetHack 5.0	obj.h	$NHDT-Date: 1718999845 2024/06/21 19:57:25 $  $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.116 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Michael Allison, 2006. */
/* NetHack may be freely redistributed.  See license for details. */

#ifndef OBJ_H
#define OBJ_H

/* #define obj obj_nh */ /* uncomment for SCO UNIX, which has a conflicting
                          * typedef for "obj" in <sys/types.h> */

/* start with incomplete types in case these aren't defined yet;
   basic pointers to them don't need to know their details */
struct obj;
struct monst;

union vptrs {
    struct obj *v_nexthere;   /* floor location lists */
    struct obj *v_ocontainer; /* point back to container */
    struct monst *v_ocarry;   /* point back to carrying monst */
};

/****
 ***    oextra -- collection of all object extensions
 **     (see the note at the bottom of this file before adding oextra fields)
 */
struct oextra {
    char *oname;          /* ptr to name of object */
    struct monst *omonst; /* ptr to attached monst struct */
    char *omailcmd;       /* response_cmd for mail delivery */
    unsigned omid;        /* for corpse: m_id of corpse's ghost; overloaded
                           * for glob: owt at time added to shop's bill */
};

struct obj {
    struct obj *nobj;
    union vptrs v;
#define nexthere v.v_nexthere
#define ocontainer v.v_ocontainer
#define ocarry v.v_ocarry

    struct obj *cobj; /* contents list for containers */
    unsigned o_id;
    coordxy ox, oy;
    short otyp; /* object class number */
    unsigned owt;
    long quan; /* number of items */

#define SPE_LIM 99 /* abs(obj->spe) <= 99, cap for enchanted and charged
                    * objects (and others; named fruit index excepted) */
    schar spe; /* quality of weapon, weptool, armor, or some rings (+ or -);
                * number of charges for wand or charged tool ( >= -1 );
                * number of candles attached to candelabrum (0..7);
                * magic lamp (1 iff djinni inside => lamp is lightable);
                * oil lamp, tallow/wax candle (1 for no apparent reason?);
                * marks spinach tins (1 iff corpsenm==NON_PM);
                * marks tin variety (various: homemade, stir fried, &c);
                * eggs laid by you (1), eggs upgraded with royal jelly (2);
                * Schroedinger's Box (1) or royal coffers for a court (2);
                * named fruit index;
                * candy bar wrapper index;
                * scroll of scare monster (when uncursed: never picked up==0,
                *   has been picked up==1, turns to dust if picked up again;
                *   when blessed|cursed: flag not checked, set, or cleared);
                * scroll of mail (normal==0, bones or wishing==1, written==2);
                * splash of venom (normal==0, wishing==1);
                * gender for corpses, statues, and figurines (0..3,
                *   CORPSTAT_GENDER),
                * historic flag for statues (4, CORPSTAT_HISTORIC) */
    char oclass;    /* object class */
    char invlet;    /* designation in inventory */
    char oartifact; /* artifact array index */

    xint8 where;        /* where the object thinks it is */
#define OBJ_FREE 0      /* object not attached to anything */
#define OBJ_FLOOR 1     /* object on floor */
#define OBJ_CONTAINED 2 /* object in a container */
#define OBJ_INVENT 3    /* object in the hero's inventory */
#define OBJ_MINVENT 4   /* object in a monster inventory */
#define OBJ_MIGRATING 5 /* object sent off to another level */
#define OBJ_BURIED 6    /* object buried */
#define OBJ_ONBILL 7    /* object on shk bill */
#define OBJ_LUAFREE 8   /* object has been dealloc'd, but is ref'd by lua */
#define OBJ_DELETED 9   /* object is marked for deletion by dobjsfree() */
    /* note: OBJ_xxx values are used in obj_state_names[] in mkobj.c
       so adding, removing, or renumbering these needs to change that too */
#define NOBJ_STATES 10
    xint16 timed; /* # of fuses (timers) attached to this obj */

    /* Bitfields currently require 5 bytes minimum */
    Bitfield(cursed, 1);    /* uncursed when neither cursed nor blessed */
    Bitfield(blessed, 1);
    Bitfield(unpaid, 1);    /* owned by shop; valid for objects in hero's
                             * inventory or inside containers there; also,
                             * used for items on the floor only on the shop
                             * boundary (including "free spot") or if moved
                             * from there to inside by wall repairs */
    Bitfield(no_charge, 1); /* if shk shouldn't charge for this; valid for
                             * items on shop floor or in containers there;
                             * implicit for items at any other location
                             * unless carried and explicitly flagged unpaid */
    Bitfield(recharged, 3); /* number of times it's been recharged */
#define on_ice recharged    /* corpse on ice */
    Bitfield(lamplit, 1);   /* a light-source -- can be lit */

    Bitfield(known, 1);     /* exact nature known (for instance, charge count
                             * or enchantment); many items have this preset if
                             * they lack anything interesting to discover */
    Bitfield(dknown, 1);    /* description known (item seen "up close");
                             * some types of items always have dknown set;
                             * use observe_object to set to TRUE so that the
                             * discoveries list is still correct */
    Bitfield(bknown, 1);    /* BUC (blessed/uncursed/cursed) known */
    Bitfield(rknown, 1);    /* rustproofing status known */
    Bitfield(cknown, 1); /* for containers (including statues): the contents
                          * are known; also applicable to tins; also applies
                          * to horn of plenty but only for empty/non-empty */
    Bitfield(lknown, 1); /* locked/unlocked status is known; assigned for bags
                          * and for horn of plenty (when tipping) even though
                          * they have no locks */
    Bitfield(tknown, 1); /* trap status known for chests */
    Bitfield(nomerge, 1);   /* set temporarily to prevent merging */

    Bitfield(oeroded, 2);  /* rusted/burnt weapon/armor */
    Bitfield(oeroded2, 2); /* corroded/rotted weapon/armor */
#define greatest_erosion(otmp)                                 \
    (int)((otmp)->oeroded > (otmp)->oeroded2 ? (otmp)->oeroded \
                                             : (otmp)->oeroded2)
#define MAX_ERODE 3
#define orotten oeroded  /* rotten food */
#define odiluted oeroded /* diluted potions */
#define norevive oeroded2 /* frozen corpse */
    Bitfield(oerodeproof, 1); /* erodeproof weapon/armor */
    Bitfield(olocked, 1);     /* object is locked */
    Bitfield(obroken, 1);     /* lock has been broken */
#define degraded_horn obroken /* unicorn horn will poly to non-magic */
    Bitfield(otrapped, 1);    /* container is trapped */
/* or accidental tripped rolling boulder trap */
#define opoisoned otrapped /* object (weapon) is coated with poison */

    Bitfield(globby, 1);    /* combines with like types on adjacent squares */
    Bitfield(greased, 1);   /* covered with grease */
    Bitfield(in_use, 1); /* for magic items before useup items */
    Bitfield(bypass, 1); /* mark this as an object to be skipped by bhito() */
    Bitfield(pickup_prev, 1); /* was picked up previously */
    Bitfield(ghostly, 1); /* it just got placed into a bones file */
    Bitfield(how_lost, 3);  /* stolen by mon or thrown, dropped by hero, etc */

    Bitfield(named_how, 1);  /* source of name per TODO in resetobjs() */
#if 0
    /* not implemented */
    Bitfield(eknown, 1); /* effect known for wands zapped or rings worn when
                          * not seen yet after being picked up while blind
                          * [maybe for remaining stack of used potion too] */
    /* 5 free bits */
#else
    /* 6 free bits */
#endif

    int corpsenm;         /* type of corpse is mons[corpsenm] */
#define leashmon corpsenm /* gets m_id of attached pet */
#define fromsink corpsenm /* a potion from a sink */
#define novelidx corpsenm /* 3.6 tribute - the index of the novel title */
#define migr_species corpsenm /* species to endow for MIGR_TO_SPECIES */
#define next_boulder corpsenm /* flag for xname() when pushing a pile of
                               * boulders, 0 for first (top of pile),
                               * 1 for others (format as "next boulder") */
    int usecount;           /* overloaded for various things that tally */
#define spestudied usecount /* # of times a spellbook has been studied */
#define wishedfor usecount  /* flag for hold_another_object() if from wish */
    unsigned oeaten;        /* nutrition left in food, if partly eaten */
    long age;               /* creation date */
    long owornmask;        /* bit mask indicating which equipment slot(s) an
                            * item is worn in [by hero or by monster; could
                            * indicate more than one bit: attached iron ball
                            * that's also wielded];
                            * overloaded for the destination of migrating
                            * objects (which can't be worn at same time) */
    unsigned lua_ref_cnt;  /* # of lua script references for this object */
    xint16 omigr_from_dnum; /* where obj is migrating from */
    xint16 omigr_from_dlevel; /* where obj is migrating from */
    struct oextra *oextra; /* pointer to oextra struct */
};

#define newobj() (struct obj *) alloc(sizeof (struct obj))

/***
 **     oextra referencing and testing macros
 */

#define ONAME(o) ((o)->oextra->oname)
#define OMONST(o) ((o)->oextra->omonst)
#define OMAILCMD(o) ((o)->oextra->omailcmd)
#define OMID(o) ((o)->oextra->omid) /* non-zero => set, zero => not set */

#define has_oname(o) ((o)->oextra && ONAME(o))
#define has_omonst(o) ((o)->oextra && OMONST(o))
#define has_omailcmd(o) ((o)->oextra && OMAILCMD(o))
#define has_omid(o) ((o)->oextra && OMID(o))

/* Weapons and weapon-tools */
/* KMH -- now based on skill categories.  Formerly:
 *      #define is_sword(otmp)  (otmp->oclass == WEAPON_CLASS && \
 *                       objects[otmp->otyp].oc_wepcat == WEP_SWORD)
 *      #define is_blade(otmp)  (otmp->oclass == WEAPON_CLASS && \
 *                       (objects[otmp->otyp].oc_wepcat == WEP_BLADE || \
 *                        objects[otmp->otyp].oc_wepcat == WEP_SWORD))
 *      #define is_weptool(o)   ((o)->oclass == TOOL_CLASS && \
 *                       objects[(o)->otyp].oc_weptool)
 *      #define is_multigen(otyp) (otyp <= SHURIKEN)
 *      #define is_poisonable(otyp) (otyp <= BEC_DE_CORBIN)
 */
#define is_blade(otmp)                           \
    (otmp->oclass == WEAPON_CLASS                \
     && objects[otmp->otyp].oc_skill >= P_DAGGER \
     && objects[otmp->otyp].oc_skill <= P_SABER)
#define is_axe(otmp)                                              \
    ((otmp->oclass == WEAPON_CLASS || otmp->oclass == TOOL_CLASS) \
     && objects[otmp->otyp].oc_skill == P_AXE)
#define is_pick(otmp)                                             \
    ((otmp->oclass == WEAPON_CLASS || otmp->oclass == TOOL_CLASS) \
     && objects[otmp->otyp].oc_skill == P_PICK_AXE)
#define is_sword(otmp)                                \
    (otmp->oclass == WEAPON_CLASS                     \
     && objects[otmp->otyp].oc_skill >= P_SHORT_SWORD \
     && objects[otmp->otyp].oc_skill <= P_SABER)
/* Snickersnee is not a polearm, but can hit from distance */
#define is_pole(otmp)                                             \
    ((otmp->oclass == WEAPON_CLASS || otmp->oclass == TOOL_CLASS) \
     && (objects[otmp->otyp].oc_skill == P_POLEARMS               \
         || objects[otmp->otyp].oc_skill == P_LANCE               \
         || is_art(otmp, ART_SNICKERSNEE)))
#define is_spear(otmp) \
    (otmp->oclass == WEAPON_CLASS && objects[otmp->otyp].oc_skill == P_SPEAR)
#define is_launcher(otmp)                                                  \
    (otmp->oclass == WEAPON_CLASS && objects[otmp->otyp].oc_skill >= P_BOW \
     && objects[otmp->otyp].oc_skill <= P_CROSSBOW)
#define is_ammo(otmp)                                            \
    ((otmp->oclass == WEAPON_CLASS || otmp->oclass == GEM_CLASS) \
     && objects[otmp->otyp].oc_skill >= -P_CROSSBOW              \
     && objects[otmp->otyp].oc_skill <= -P_BOW)
#define matching_launcher(a, l) \
    ((l) && objects[(a)->otyp].oc_skill == -objects[(l)->otyp].oc_skill)
#define ammo_and_launcher(a, l) (is_ammo(a) && matching_launcher(a, l))
#define is_missile(otmp)                                          \
    ((otmp->oclass == WEAPON_CLASS || otmp->oclass == TOOL_CLASS) \
     && objects[otmp->otyp].oc_skill >= -P_BOOMERANG              \
     && objects[otmp->otyp].oc_skill <= -P_DART)
#define is_weptool(o) \
    ((o)->oclass == TOOL_CLASS && objects[(o)->otyp].oc_skill != P_NONE)
        /* towel is not a weptool:  spe isn't an enchantment, cursed towel
           doesn't weld to hand, and twoweapon won't work with one */
#define is_blunt_weapon(o)                          \
    (((o)->oclass == WEAPON_CLASS || is_weptool(o)) \
     && ((objects[(o)->otyp].oc_dir & WHACK) != 0))
#define is_wet_towel(o) ((o)->otyp == TOWEL && (o)->spe > 0)
#define bimanual(otmp)                                            \
    ((otmp->oclass == WEAPON_CLASS || otmp->oclass == TOOL_CLASS) \
     && objects[otmp->otyp].oc_bimanual)
#define is_multigen(otmp)                           \
    (otmp->oclass == WEAPON_CLASS                   \
     && objects[otmp->otyp].oc_skill >= -P_SHURIKEN \
     && objects[otmp->otyp].oc_skill <= -P_BOW)
#define is_poisonable(otmp)                          \
    ((otmp->oclass == WEAPON_CLASS                   \
      && objects[otmp->otyp].oc_skill >= -P_SHURIKEN \
      && objects[otmp->otyp].oc_skill <= -P_BOW)     \
     || permapoisoned(otmp))
#define uslinging() (uwep && objects[uwep->otyp].oc_skill == P_SLING)
/* 'is_quest_artifact()' only applies to the current role's artifact */
#define any_quest_artifact(o) ((o)->oartifact >= ART_ORB_OF_DETECTION)
/* 'missile' aspect is up to the caller and does not imply is_missile();
   rings might be launched as missiles when being scattered by an explosion */
#define stone_missile(o) \
    ((objects[(o)->otyp].oc_material == GEMSTONE             \
             || (objects[(o)->otyp].oc_material == MINERAL))        \
         && (o)->oclass != RING_CLASS)

/* Armor */
#define is_shield(otmp)          \
    (otmp->oclass == ARMOR_CLASS \
     && objects[otmp->otyp].oc_armcat == ARM_SHIELD)
#define is_helmet(otmp) \
    (otmp->oclass == ARMOR_CLASS && objects[otmp->otyp].oc_armcat == ARM_HELM)
#define is_boots(otmp)           \
    (otmp->oclass == ARMOR_CLASS \
     && objects[otmp->otyp].oc_armcat == ARM_BOOTS)
#define is_gloves(otmp)          \
    (otmp->oclass == ARMOR_CLASS \
     && objects[otmp->otyp].oc_armcat == ARM_GLOVES)
#define is_cloak(otmp)           \
    (otmp->oclass == ARMOR_CLASS \
     && objects[otmp->otyp].oc_armcat == ARM_CLOAK)
#define is_shirt(otmp)           \
    (otmp->oclass == ARMOR_CLASS \
     && objects[otmp->otyp].oc_armcat == ARM_SHIRT)
#define is_suit(otmp) \
    (otmp->oclass == ARMOR_CLASS && objects[otmp->otyp].oc_armcat == ARM_SUIT)
#define is_elven_armor(otmp)                                              \
    ((otmp)->otyp == ELVEN_LEATHER_HELM                                   \
     || (otmp)->otyp == ELVEN_MITHRIL_COAT || (otmp)->otyp == ELVEN_CLOAK \
     || (otmp)->otyp == ELVEN_SHIELD || (otmp)->otyp == ELVEN_BOOTS)
#define is_orcish_armor(otmp)                                            \
    ((otmp)->otyp == ORCISH_HELM || (otmp)->otyp == ORCISH_CHAIN_MAIL    \
     || (otmp)->otyp == ORCISH_RING_MAIL || (otmp)->otyp == ORCISH_CLOAK \
     || (otmp)->otyp == URUK_HAI_SHIELD || (otmp)->otyp == ORCISH_SHIELD)
#define is_dwarvish_armor(otmp)               \
    ((otmp)->otyp == DWARVISH_IRON_HELM       \
     || (otmp)->otyp == DWARVISH_MITHRIL_COAT \
     || (otmp)->otyp == DWARVISH_CLOAK        \
     || (otmp)->otyp == DWARVISH_ROUNDSHIELD)
#define is_gnomish_armor(otmp) (FALSE)

/* Eggs and other food */
#define MAX_EGG_HATCH_TIME 200 /* longest an egg can remain unhatched */
#define stale_egg(egg) \
    ((svm.moves - (egg)->age) > (2 * MAX_EGG_HATCH_TIME))
#define ofood(o) ((o)->otyp == CORPSE || (o)->otyp == EGG || (o)->otyp == TIN)
    /* note: sometimes eggs and tins have special corpsenm values that
       shouldn't be used as an index into mons[]                       */
#define polyfood(obj) \
    (ofood(obj) && (obj)->corpsenm >= LOW_PM                            \
     && (pm_to_cham((obj)->corpsenm) != NON_PM                          \
         || dmgtype(&mons[(obj)->corpsenm], AD_POLY)))
#define mlevelgain(obj) (ofood(obj) && (obj)->corpsenm == PM_WRAITH)
#define mhealup(obj) (ofood(obj) && (obj)->corpsenm == PM_NURSE)
#define Is_pudding(o) \
    (o->otyp == GLOB_OF_GRAY_OOZE || o->otyp == GLOB_OF_BROWN_PUDDING   \
     || o->otyp == GLOB_OF_GREEN_SLIME || o->otyp == GLOB_OF_BLACK_PUDDING)

/* Containers */
#define carried(o) ((o)->where == OBJ_INVENT)
#define mcarried(o) ((o)->where == OBJ_MINVENT)
#define Has_contents(o)                                \
    (/* (Is_container(o) || (o)->otyp == STATUE) && */ \
     (o)->cobj != (struct obj *) 0)
#define Is_container(o) ((o)->otyp >= LARGE_BOX && (o)->otyp <= BAG_OF_TRICKS)
#define Is_box(o) ((o)->otyp == LARGE_BOX || (o)->otyp == CHEST)
#define Is_mbag(o) ((o)->otyp == BAG_OF_HOLDING || (o)->otyp == BAG_OF_TRICKS)
#define SchroedingersBox(o) ((o)->otyp == LARGE_BOX && (o)->spe == 1)
/* usually waterproof; random chance to be subjected to leakage if cursed;
   excludes statues, which aren't vulnerable to water even when cursed */
#define Waterproof_container(o) \
    ((o)->otyp == OILSKIN_SACK || (o)->otyp == ICE_BOX || Is_box(o))

/* dragon gear */
#define Is_dragon_scales(obj) \
    ((obj)->otyp >= GRAY_DRAGON_SCALES && (obj)->otyp <= YELLOW_DRAGON_SCALES)
#define Is_dragon_mail(obj)                \
    ((obj)->otyp >= GRAY_DRAGON_SCALE_MAIL \
     && (obj)->otyp <= YELLOW_DRAGON_SCALE_MAIL)
#define Is_dragon_armor(obj) (Is_dragon_scales(obj) || Is_dragon_mail(obj))
#define Dragon_scales_to_pm(obj) \
    &mons[PM_GRAY_DRAGON + (obj)->otyp - GRAY_DRAGON_SCALES]
#define Dragon_mail_to_pm(obj) \
    &mons[PM_GRAY_DRAGON + (obj)->otyp - GRAY_DRAGON_SCALE_MAIL]
#define Dragon_to_scales(pm) (GRAY_DRAGON_SCALES + (pm - mons))

/* Elven gear */
#define is_elven_weapon(otmp)                                             \
    ((otmp)->otyp == ELVEN_ARROW || (otmp)->otyp == ELVEN_SPEAR           \
     || (otmp)->otyp == ELVEN_DAGGER || (otmp)->otyp == ELVEN_SHORT_SWORD \
     || (otmp)->otyp == ELVEN_BROADSWORD || (otmp)->otyp == ELVEN_BOW)
#define is_elven_obj(otmp) (is_elven_armor(otmp) || is_elven_weapon(otmp))

/* Orcish gear */
#define is_orcish_obj(otmp)                                           \
    (is_orcish_armor(otmp) || (otmp)->otyp == ORCISH_ARROW            \
     || (otmp)->otyp == ORCISH_SPEAR || (otmp)->otyp == ORCISH_DAGGER \
     || (otmp)->otyp == ORCISH_SHORT_SWORD || (otmp)->otyp == ORCISH_BOW)

/* Dwarvish gear */
#define is_dwarvish_obj(otmp)                                  \
    (is_dwarvish_armor(otmp) || (otmp)->otyp == DWARVISH_SPEAR \
     || (otmp)->otyp == DWARVISH_SHORT_SWORD                   \
     || (otmp)->otyp == DWARVISH_MATTOCK)

/* Gnomish gear */
#define is_gnomish_obj(otmp) (is_gnomish_armor(otmp))

/* Light sources */
#define Is_candle(otmp) \
    (otmp->otyp == TALLOW_CANDLE || otmp->otyp == WAX_CANDLE)
#define MAX_OIL_IN_FLASK 400 /* maximum amount of oil in a potion of oil */

/* age field of this is relative age rather than absolute; does not include
   magic lamp */
#define age_is_relative(otmp) \
    ((otmp)->otyp == BRASS_LANTERN || (otmp)->otyp == OIL_LAMP      \
     || (otmp)->otyp == CANDELABRUM_OF_INVOCATION                   \
     || (otmp)->otyp == TALLOW_CANDLE || (otmp)->otyp == WAX_CANDLE \
     || (otmp)->otyp == POT_OIL)
/* object can be ignited; magic lamp used to excluded here too but all
   usage of this macro ended up testing
     (ignitable(obj) || obj->otyp == MAGIC_LAMP)
   so include it; brass lantern can be lit but not by fire */
#define ignitable(otmp) \
    ((otmp)->otyp == BRASS_LANTERN || (otmp)->otyp == OIL_LAMP      \
     || ((otmp)->otyp == MAGIC_LAMP && (otmp)->spe > 0)             \
     || (otmp)->otyp == CANDELABRUM_OF_INVOCATION                   \
     || (otmp)->otyp == TALLOW_CANDLE || (otmp)->otyp == WAX_CANDLE \
     || (otmp)->otyp == POT_OIL)

/* things that can be read */
#define is_readable(otmp) \
    ((otmp)->otyp == FORTUNE_COOKIE || (otmp)->otyp == T_SHIRT               \
     || (otmp)->otyp == ALCHEMY_SMOCK || (otmp)->otyp == CREDIT_CARD         \
     || (otmp)->otyp == CAN_OF_GREASE || (otmp)->otyp == MAGIC_MARKER        \
     || (otmp)->oclass == COIN_CLASS || (otmp)->oartifact == ART_ORB_OF_FATE \
     || (otmp)->otyp == CANDY_BAR || (otmp)->otyp == HAWAIIAN_SHIRT)

/* special stones */
#define is_graystone(obj)                                 \
    ((obj)->otyp == LUCKSTONE || (obj)->otyp == LOADSTONE \
     || (obj)->otyp == FLINT || (obj)->otyp == TOUCHSTONE)

/* misc helpers, simple enough to be macros */
#define is_flimsy(otmp)                           \
    (objects[(otmp)->otyp].oc_material <= LEATHER \
     || (otmp)->otyp == RUBBER_HOSE)
#define is_plural(o) \
    ((o)->quan != 1L                                                    \
     /* "the Eyes of the Overworld" are plural, but                     \
        "a pair of lenses named the Eyes of the Overworld" is not */    \
     || ((o)->oartifact == ART_EYES_OF_THE_OVERWORLD                    \
         && !undiscovered_artifact(ART_EYES_OF_THE_OVERWORLD)))
#define pair_of(o) ((o)->otyp == LENSES || is_gloves(o) || is_boots(o))

#define unpolyable(o) ((o)->otyp == WAN_POLYMORPH \
                       || (o)->otyp == SPE_POLYMORPH \
                       || (o)->otyp == POT_POLYMORPH \
                       || (o)->otyp == AMULET_OF_UNCHANGING)

/* achievement tracking; 3.6.x did this differently */
#define is_mines_prize(o) ((o)->o_id == svc.context.achieveo.mines_prize_oid)
#define is_soko_prize(o) ((o)->o_id == svc.context.achieveo.soko_prize_oid)

/* is_art() is now a function in artifact.c */
/* #define is_art(o,art) ((o) && (o)->oartifact == (art)) */

#define u_wield_art(art) is_art(uwep, art)

/* mummy wrappings are more versatile sizewise than other cloaks */
#define WrappingAllowed(mptr) \
    (humanoid(mptr) && (mptr)->msize >= MZ_SMALL && (mptr)->msize <= MZ_HUGE \
     && !noncorporeal(mptr) && (mptr)->mlet != S_CENTAUR                     \
     && (mptr) != &mons[PM_WINGED_GARGOYLE] && (mptr) != &mons[PM_MARILITH])

/* Flags for get_obj_location(). */
#define CONTAINED_TOO 0x1
#define BURIED_TOO 0x2

/* object erosion types */
#define ERODE_NONE -1
#define ERODE_BURN 0
#define ERODE_RUST 1
#define ERODE_ROT 2
#define ERODE_CORRODE 3
#define ERODE_CRACK 4 /* crystal armor */

/* erosion flags for erode_obj() */
#define EF_NONE 0
#define EF_GREASE 0x1  /* check for a greased object */
#define EF_DESTROY 0x2 /* potentially destroy the object */
#define EF_VERBOSE 0x4 /* print extra messages */
#define EF_PAY 0x8     /* it's the player's fault */

/* erosion return values for erode_obj(), water_damage() */
#define ER_NOTHING 0   /* nothing happened */
#define ER_GREASED 1   /* protected by grease */
#define ER_DAMAGED 2   /* object was damaged in some way */
#define ER_DESTROYED 3 /* object was destroyed */

/* propeller method for potionhit() */
#define POTHIT_HERO_BASH   0 /* wielded by hero */
#define POTHIT_HERO_THROW  1 /* thrown by hero */
#define POTHIT_MONST_THROW 2 /* thrown by a monster */
#define POTHIT_OTHER_THROW 3 /* propelled by some other means [scatter()] */

/* tracking how an item left your inventory via how_lost field */
#define LOST_NONE      0 /* still in inventory, or method not covered below */
#define LOST_THROWN    1 /* thrown or fired by the hero */
#define LOST_DROPPED   2 /* dropped or tipped out of a container by the hero */
#define LOST_STOLEN    3 /* stolen from hero's inventory by a monster */
#define LOSTOVERRIDEMASK 0x3
#define LOST_EXPLODING 4 /* the object is exploding (i.e. POT_OIL) */

/* tracking how a name got acquired by an object in named_how field */
#define NAMED_PLAIN 0 /* nothing special, typical naming */
#define NAMED_KEEP  1 /* historic statue, or stoned/killed monster */

/*
 *  Notes for adding new oextra structures:
 *
 *       1. Add the structure definition and any required macros in an
 *          appropriate header file that precedes this one.
 *       2. Add a pointer to your new struct to oextra struct in this file.
 *       3. Add a referencing macro to this file after the newobj macro above
 *          (see ONAME, OMONST, OMAILCMD, or OMIN for examples).
 *       4. Add a testing macro after the set of referencing macros
 *          (see has_oname(), has_omonst(), has_omailcmd(), and has_omin(),
 *          for examples).
 *       5. If your new field isn't a pointer and requires a non-zero value
 *          on initialization, add code to init_oextra() in src/mkobj.c.
 *       6. Create newXX(otmp) function and possibly free_XX(otmp) function
 *          in an appropriate new or existing source file and add a prototype
 *          for it to include/extern.h.  The majority of these are currently
 *          located in mkobj.c for convenience.
 *
 *          void newXX(struct obj *);
 *          void free_XX(struct obj *);
 *
 *          void
 *          newxx(otmp)
 *          struct obj *otmp;
 *          {
 *              if (!otmp->oextra)
 *                  otmp->oextra = newoextra();
 *              if (!XX(otmp)) {
 *                  XX(otmp) = (struct XX *) alloc(sizeof (struct xx));
 *                  (void) memset((genericptr_t) XX(otmp),
 *                                0, sizeof (struct xx));
 *              }
 *         }
 *
 *       7. Adjust size_obj() in src/cmd.c appropriately.
 *       8. Adjust dealloc_oextra() in src/mkobj.c to clean up
 *          properly during obj deallocation.
 *       9. Adjust copy_oextra() in src/mkobj.c to make duplicate
 *          copies of your struct or data onto another obj struct.
 *      10. Adjust restobj() in src/restore.c to deal with your
 *          struct or data during a restore.
 *      11. Adjust saveobj() in src/save.c to deal with your
 *          struct or data during a save.
 */

#endif /* OBJ_H */
