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Crossfire Server, Trunk
1.75.0
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39 for (
int i = 0; i < num; i++) {
54 const char *gen_name =
"";
67 if (
HEAD(&at->clone) != &at->clone)
78 printf(
"%-16s|%6" FMT64 "|%4d|%3d|%s|%s|%s\n", at->clone.name, at->clone.stats.exp,
79 at->clone.stats.hp, at->clone.stats.ac,
name, at->name, gen_name);
89 printf(
"monster,hp,dam,ac,wc,");
96 printf(
"exp,new exp\n");
102 printf(
"%s,%d,%d,%d,%d,",
107 printf(
"%d,", op->
resist[i]);
int16_t maxhp
Max hit points.
int64_t new_exp(const object *ob)
Alternative way to calculate experience based on the ability of a monster.
#define QUERY_FLAG(xyz, p)
struct archetype * arch
Pointer to archetype.
other than new code I created new archetypes
AssetsManager * getManager()
int16_t resist[NROFATTACKS]
Resistance adjustments for attacks.
Plugin animator file specs[Config] name
char * stringbuffer_finish(StringBuffer *sb)
Deallocate the string buffer instance and return the string.
void object_free_drop_inventory(object *ob)
Frees everything allocated by an object, removes it from the list of used objects,...
object clone
An object from which to do object_copy()
#define FLAG_MONSTER
Will attack players.
#define HEAD(op)
Returns the head part of an object.
int16_t dam
How much damage this object does when hitting.
#define FLAG_CHANGING
Changes to other_arch when anim is done.
static void bitstostring(long bits, int num)
Writes num ones and zeros to standard output based on the bits variable.
The archetype structure is a set of rules on how to generate and manipulate objects which point to ar...
void each(std::function< void(T *)> op)
Apply a function to each asset.
void dump_abilities(void)
Dump to standard out the abilities of all monsters.
struct archetype * other_arch
Pointer used for various things - mostly used for what this objects turns into or what this object cr...
Archetypes * archetypes()
Get archetypes.
const char *const resist_plus[NROFATTACKS]
Attack types to show to the player.
StringBuffer * describe_item(const object *op, const object *owner, int use_media_tags, StringBuffer *buf)
Describes an item, in all its details.
int8_t wc
Weapon Class, lower WC increases probability of hitting.
const char *const attacktype_desc[NROFATTACKS]
Short description of names of the attacktypes.
void print_monsters(void)
As dump_abilities(), but with an alternative way of output.
int8_t ac
Armor Class, lower AC increases probability of not getting hit.
object * arch_to_object(archetype *at)
Creates and returns a new object which is a copy of the given archetype.
sstring name
More definite name, like "generate_kobold".
living stats
Str, Con, Dex, etc.
uint32_t attacktype
Bitmask of attacks this object does.