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Crossfire Server, Trunk
1.75.0
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Go to the documentation of this file.
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 HEAD(op)
Returns the head part of an object.
int16_t dam
How much damage this object does when hitting.
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...
#define FLAG_MONSTER
Will attack players.
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.
#define FLAG_CHANGING
Changes to other_arch when anim is done.
uint32_t attacktype
Bitmask of attacks this object does.