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dev:object_fields

Table of Contents

Object Fields

This is the description of fields of the object structure, and what they are used to.

The struct living and struct key_value have their own pages.
The term Shared Strings has it's own page, too.
See also page Objects .

Issues

FIXME
These Object Fields are for now sorted alphabetically here .
Whenever =field= gets changed, please do it in the sorted pages in the :arch:arch_attributes:* namespace.

FIXME fill in the blanks :) add sharedstring info

FIXME make a script to either do object.h → this page, or this page → object.h
IMHO one should put this data into object.h, in doxygen format, and make a script to do object.h → this page — Alex Schultz 2007/01/03 12:50

struct obj object

The items in crossfire are called either Archetypes or Objects.
These items can have many shapes, as for player's inventory items,
monsters, NPCs, map building, climate, magics, skills, and probably more.

One main structure handling these Objects is

 typedef struct obj { /* 160 lines of fields here */ } object; 

in server/include/object.h .

At the top of this structure the commentary says

/**
 * Main Crossfire structure, one ingame object.
 *
 * Note that the ordering of this structure is sort of relevant -
 * object_copy() copies everything over beyond 'name' using memcpy.
 * Thus, values that need to be copied need to be located beyond that
 * point.
 *
 * However, if you're keeping a pointer of some sort, you probably
 * don't just want it copied, so you'll need to add to common/object.c,
 * e.g. copy-object
 *
 * I've tried to clean up this structure a bit (in terms of formatting)
 * by making it more consistent.  I've also tried to locate some of the fields
 * more logically together (put the item related ones together, the monster
 * related ones, etc.
 * This structure is best viewed with about a 100 width screen.
 * MSW 2002-07-05
 *
 * See the @ref page_object "documentation page" for more details.
 */

and that it is better left “unsorted” beyond 'name' .

Content of struct obj { } object

typedef struct obj {
    /* These variables are not changed by object_copy() */
    struct pl   *contr;         /**< Pointer to the player which control this object */
    struct obj  *next;          /**< Pointer to the next object in the free/used list */
    struct obj  *prev;          /**< Pointer to the previous object in the free/used list*/
    struct obj  *active_next;   /**< Next object in the 'active' list
                                 * This is used in process_events
                                 * so that the entire object list does not
                                 * need to be gone through.*/
    struct obj  *active_prev;   /**< Previous object in the 'active list
                                 * This is used in process_events
                                 * so that the entire object list does not
                                 * need to be gone through. */
    struct obj  *below;         /**< Pointer to the object stacked below this one */
    struct obj  *above;         /**< Pointer to the object stacked above this one */
                                /* Note: stacked in the *same *environment*/
    struct obj  *inv;           /**< Pointer to the first object in the inventory */
    struct obj  *container;     /**< Current container being used.  I think this
                                 * is only used by the player right now. */
    struct obj  *env;           /**< Pointer to the object which is the environment.
                                 * This is typically the container that the object is in. */
    struct obj  *more;          /**< Pointer to the rest of a large body of objects */
    struct obj  *head;          /**< Points to the main object of a large body */
    struct mapdef *map;         /**< Pointer to the map in which this object is present */
 
    tag_t       count;          /**< Unique object number for this object */
    struct struct_dialog_information *dialog_information; /**< Parsed dialog information for this object.
                                                           * Valid if FLAG_DIALOG_PARSED is set (but can be NULL). */
 
    /* These get an extra add_refcount(), after having been copied by memcpy().
     * All fields beow this point are automatically copied by memcpy.  If
     * adding something that needs a refcount updated, make sure you modify
     * object_copy() to do so.  Everything below here also gets cleared
     * by object_clear()
     */
    sstring     artifact;       /**< If set, the item is the artifact with this name and the matching type. */
    const char  *name;          /**< The name of the object, obviously... */
    const char  *name_pl;       /**< The plural name of the object */
    const char  *anim_suffix;   /**< Used to determine combined animations */
    const char  *title;         /**< Of foo, etc */
    const char  *race;          /**< Human, goblin, dragon, etc */
    const char  *slaying;       /**< Which race to do double damage to.
                                 * If this is an exit, this is the filename */
    const char  *skill;         /**< Name of the skill this object uses/grants */
    const char  *msg;           /**< If this is a book/sign/magic mouth/etc */
    const char  *lore;          /**< Obscure information about this object,
                                 * to get put into books and the like. */
 
    sint16      x, y;           /**< Position in the map for this object */
    sint16      ox, oy;         /**< For debugging: Where it was last inserted */
    float       speed;          /**< The overall speed of this object */
    float       speed_left;     /**< How much speed is left to spend this round */
    float       weapon_speed;   /**< The overall speed of this object */
    float       weapon_speed_left; /**< How much speed is left to spend this round */
    const New_Face    *face;    /**< Face with colors */
    uint32      nrof;           /**< How many of the objects */
    sint8       direction;      /**< Means the object is moving that way. */
    sint8       facing;         /**< Object is oriented/facing that way. */
 
    /* This next big block are basically used for monsters and equipment */
    uint8       type;           /**< PLAYER, BULLET, etc.  See define.h */
    uint8       subtype;        /**< Subtype of object */
    uint16      client_type;    /**< Public type information.  see doc/Developers/objects */
    sint16      resist[NROFATTACKS]; /**< Resistance adjustments for attacks */
    uint32      attacktype;     /**< Bitmask of attacks this object does */
    uint32      path_attuned;   /**< Paths the object is attuned to */
    uint32      path_repelled;  /**< Paths the object is repelled from */
    uint32      path_denied;    /**< Paths the object is denied access to */
    const char  *materialname;  /**< Specific material name */
    uint16      material;       /**< What materials this object consist of */
    sint8       magic;          /**< Any magical bonuses to this item */
    uint8       state;          /**< How the object was last drawn (animation) */
    sint32      value;          /**< How much money it is worth (or contains) */
    sint16      level;          /**< Level of creature or object */
 
    /* Note that the last_.. values are sometimes used for non obvious
     * meanings by some objects, eg, sp penalty, permanent exp.
     */
    sint32      last_eat;       /**< How long since we last ate */
    sint32      last_heal;      /**< Last healed. Depends on constitution */
    sint32      last_sp;        /**< As last_heal, but for spell points */
    sint16      last_grace;     /**< As last_sp, except for grace */
    sint16      invisible;      /**< How much longer the object will be invis */
    uint8       pick_up;        /**< See crossfire.doc */
    sint8       item_power;     /**< Power rating of the object */
    sint8       gen_sp_armour;  /**< Sp regen penalty this object has (was last_heal)*/
    sint8       glow_radius;    /**< indicates the glow radius of the object */
    sint32      weight;         /**< Attributes of the object */
    sint32      weight_limit;   /**< Weight-limit of object */
    sint32      carrying;       /**< How much weight this object contains */
    living      stats;          /**< Str, Con, Dex, etc */
    sint64      perm_exp;       /**< Permanent exp */
    struct obj  *current_weapon; /**< Pointer to the weapon currently used */
    uint32      weapontype;     /**< Type of weapon */
    sint8       body_info[NUM_BODY_LOCATIONS];  /**< Body info as loaded from the file */
    sint8       body_used[NUM_BODY_LOCATIONS];  /**< Calculated value based on items equipped */
                                /* See the doc/Developers/objects for more info about body locations */
 
    /* Following mostly refers to fields only used for monsters */
    struct obj  *owner;         /**< Pointer to the object which controls this one.
                                 * Owner should not be referred to directly -
                                 * object_get_owner() should be used instead. */
    tag_t       ownercount;     /**< What count the owner had (in case owner has been freed) */
    struct obj  *enemy;         /**< Monster/player to follow even if not closest */
    struct obj  *attacked_by;   /**< This object start to attack us! only player & monster */
    tag_t       attacked_by_count; /**< The tag of attacker, so we can be sure */
    uint16      run_away;          /**< Monster runs away if it's hp goes below this percentage. */
    struct treasureliststruct *randomitems; /**< Items to be generated */
    struct obj  *chosen_skill;  /**< The skill chosen to use */
    uint32      hide;           /**< The object is hidden, not invisible */
    /* changes made by kholland@sunlab.cit.cornell.edu */
    /* allows different movement patterns for attackers */
    sint32      move_status;    /**< What stage in attack mode */
    uint16      attack_movement;/**< What kind of attack movement */
    uint8       will_apply;     /**< See crossfire.doc and @ref WILL_APPLY_xxx */
    sint8       sound_chance;   /**< Probability, 0 to 100, of the object emitting a sound. */
    struct obj  *spellitem;     /**< Spell ability monster is choosing to use */
    double      expmul;         /**< needed experience = (calc_exp*expmul) - means some
                                 * races/classes can need less/more exp to gain levels */
 
    /* Spell related information, may be useful elsewhere
     * Note that other fields are used - these files are basically
     * only used in spells.
     */
    sint16      casting_time;   /**< Time left before spell goes off */
    sint16      duration;       /**< How long the spell lasts */
    uint8       duration_modifier; /**< how level modifies duration */
    sint8       range;          /**< Range of the spell */
    uint8       range_modifier; /**< How going up in level effects range  */
    uint8       dam_modifier;   /**< How going up in level effects damage */
    struct obj  *spell;         /**< Spell that was being cast */
    char        *spellarg;
 
    /* Following are values used by any object */
    struct archt *arch;         /**< Pointer to archetype */
    struct archt *other_arch;   /**< Pointer used for various things - mostly used for what
                                 * this objects turns into or what this object creates */
    uint32      flags[4];       /**< Various flags */
    uint16      animation_id;   /**< An index into the animation array */
    uint8       anim_speed;     /**< Ticks between animation-frames */
    uint8       last_anim;      /**< Last sequence used to draw face */
    uint16      temp_animation_id; /**< An index into the temporary animation array */
    uint8       temp_anim_speed; /**< Ticks between temporary animation-frames */
    sint32      elevation;      /**< Elevation of this terrain - used in weather code */
    uint8       smoothlevel;    /**< how to smooth this square around*/
    uint8       map_layer;      /**< What level to draw this on the map */
 
    MoveType    move_type;      /**< Type of movement this object uses */
    MoveType    move_block;     /**< What movement types this blocks */
    MoveType    move_allow;     /**< What movement types explicitly allowed */
    MoveType    move_on;        /**< Move types affected moving on to this space */
    MoveType    move_off;       /**< Move types affected moving off this space */
    MoveType    move_slow;      /**< Movement types this slows down */
    float       move_slow_penalty; /**< How much this slows down the object */
 
    const char  *custom_name;   /**< Custom name assigned by player */
    key_value   *key_values;    /**< Fields not explictly known by the loader. */
 
    sint16      *discrete_damage; /**< damage values, based on each attacktype. */
    tag_t       *spell_tags;
} object;

Head Part of Struct

contr

Type: pl *

Comment: Pointer to the player which control this object.

Meaning: Will only be set for the player's object itself, and not items in inventory.

next

Type: obj *

Comment: Pointer to the next object in the free/used list.

Meaning: Should not be used much.

FIXME check server/c_object.c:840,
line for (tmp=op→below; tmp!=NULL; tmp=tmp→next)
sounds suspicious (should probably be tmp→below).

prev

Type: obj *

Comment: Pointer to the next object in the free/used list.

Meaning: Should not be used much.

active_next

Type: obj *

Comment: Next object in the 'active' list. This is used in process_events() so that the entire object list does not need to be gone through.

Meaning: Should not be used much.

active_prev

Type: obj *

Comment: Previous object in the 'active list This is used in process_events so that the entire object list does not need to be gone through.

Meaning: Should not be used much.

below

Type: obj *

Comment: Pointer to the object stacked below this one.

Meaning: Will link items on a same spot, or in the same container.

above

Type: obj *

Comment: Pointer to the object stacked above this one.

Meaning: Will link items on a same spot, or in the same container.

inv

Type: obj *

Comment: Pointing to the first item in inventory.

Meaning:

  • for spellbooks, rods, wands, horns, this is the spell that the object teaches/fires.
  • for generators with the FLAG_CONTENT_ON_GEN flag it is the item generated.
  • for living things and containers {FIXME flags for that}, what this holds.

Other items are available through below chaining.

container

Type: obj *

Comment: Current container being used. I think this is only used by the player right now.

Meaning:

env

Type: obj *

Comment: Pointer to the object which is the environment. This is typically the container that the object is in.

Meaning:

more

Type: obj *

Comment: Pointer to the rest of a large body of objects

Meaning:

Type: obj *

Comment: Points to the main object of a large body

Meaning: Large bodies are archetypes that occupy more than one tile on a map ( monsters, buildings ) .

map

Type: mapdef *

Comment: Pointer to the map in which this object is present

Meaning:

count

Type: tag_t

Comment: Unique object number for this object

Meaning:

dialog_information

Type: struct_dialog_information *

Comment: Parsed dialog information for this object. Valid if FLAG_DIALOG_PARSED is set (but can be NULL).

Meaning: NEW introduced since ?


Memcpy Part of Struct

Needs to be unsorted.

  /* These get an extra add_refcount(), after having been copied by memcpy().
   * All fields beow this point are automatically copied by memcpy.  If
   * adding something that needs a refcount updated, make sure you modify
   * object_copy() to do so.  Everything below here also gets cleared
   * by object_clear() */

artifact

Type: sstring

Comment: If set, the item is the artifact with this name and the matching type.

Meaning: NEW introduced since ?

name

Type: const char * (shared string)

Comment: The name of the object, obviously…

Meaning:

name_pl

Type: const char * (shared string)

Comment: The plural name of the object.

Meaning: Shared string.

anim_suffix

Type: const char

Comment: Used to determine combined animations

Meaning: NEW introduced since ?

title

Type: const char * (shared string)

Comment: Of foo, etc.

Meaning:

race

Type: const char * (shared string)

Comment: Human, goblin, dragon, etc.

Meaning: For “living” things.
For SPELL with SP_RAISE_DEAD subtype, if set, then this is the name of a treasurelist of possible races in which the character will be reincarnated into

slaying

Type: const char * (shared string)

Comment: Which race to do double damage to. If this is an exit, this is the filename.

Meaning:

  • !/ /! means 'random map', msg-endmsg block then contains parameters.
  • for DOORs, means it's locked.
  • for KEYs, they will unlock DOORs with matching slaying
  • for DETECTOR, what item to check for

FIXME many more uses

skill

Type: const char * (shared string)

Comment: Name of the skill this object uses/grants

Meaning:

msg

Type: const char * (shared string)

Comment: If this is a book/sign/magic mouth/etc

Meaning:

  • for BOOK/SIGN/MAGICMOUTH/etc. what is displayed when activated.
  • for EXITs pointing to random maps, map parameters.
  • for races players can select, description of the race

FIXME check other uses.

lore

Type: const char * (shared string)

Comment: Obscure information about this object, to get put into books and the like.

Meaning:

x

Type: sint16

Comment: Position 'x' in the map for this object

Meaning:

y

Type: sint16

Comment: Position 'y' in the map for this object

Meaning:

ox

Type: sint16

Comment: For debugging: Where it was last inserted

Meaning:

oy

Type: sint16

Comment: For debugging: Where it was last inserted

Meaning:

speed

Type: float

Comment: The overall speed of this object

Meaning:

speed_left

Type: float

Comment: How much speed is left to spend this round

Meaning:

weapon_speed

Type: float

Comment: The overall speed of this object

Meaning:

weapon_speed_left

Type: float

Comment: How much speed is left to spend this round

Meaning:

face

Type: const New_Face *

Comment: Face with colors

Meaning:

nrof

Type: uint32

Comment: How many of the objects

Meaning:

direction

Type: sint8

Comment: Means the object is moving that way.

Meaning:

facing

Type: sint8

Comment: Object is oriented/facing that way.

Meaning:

type

Type: uint8

Comment: PLAYER, BULLET, etc. See define.h

Meaning:

See Also: Object Types .

subtype

Type: uint8

Comment: Subtype of object

Meaning:

client_type

Type: uint16

Comment: Public type information. see doc/Developers/objects

Meaning:

resist

Type: sint16[NROFATTACKS]

Comment: Resistance adjustments for attack

Meaning:

attacktype

Type: uint32

Comment: Bitmask of attacks this object does

Meaning:

path_attuned

Type: uint32

Comment: Paths the object is attuned to

Meaning:

path_repelled

Type: uint32

Comment: Paths the object is repelled from

Meaning:

path_denied

Type: uint32

Comment: Paths the object is denied access to

Meaning:

materialname

Type: const char * (shared string)

Coment: Specific material name

Meaning:

material

Type: uint16

Comment: What materials this object consist of

Meaning:

magic

Type: sint8

Comment: Any magical bonuses to this item

Meaning:

state

Type: uint8

Comment: How the object was last drawn (animation)

Meaning:

value

Type: sint32

Comment: How much money it is worth (or contains)

Meaning:

level

Type: sint16

Comment: Level of creature or object

Meaning: Mainly the skill level which a character has to have to successfully cast magic upon monster-with-level .

last_eat

Type: sint16

Comment: How long since we last ate

Meaning:

last_heal

Type: sint32

Comment: Last healed. Depends on constitution

Meaning:

  • for DISEASE, if 1 then this disease won't grant immunity when cured naturally
  • for SPELL of type SP_RAISE_DEAD, if set then the spell can resurrect without a body. If 0 the body is required

last_sp

Type: sint32

Comment: As last_heal, but for spell points

Meaning:

  • for MOOD_FLOOR, how to change the mood of a monster on it:
    • 0: furious–make all monsters mad
    • 1: angry – get neutral monsters mad
    • 2: calm – pacify unfriendly monsters
    • 3: make all monsters fall asleep
    • 4: charm all monsters
  • for CHECK_INV, 0 means player must have object, else player must not have object
  • for TRIGGER_ALTAR ??
    • FIXME
  • for DISEASEs, the SYMPTOM's last_sp
    • FIXME
  • for objects being thrown, the max number of moves to exist
  • for monsters, regenerate sp
  • for healing, how many sp to regenerate
  • new sp for praying skill when changing god?
    • FIXME check what it means when praying

last_grace

Type: sint16

Comment: As last_sp, except for grace

Meaning:

invisible

Type: sint16

Comment: How much longer the object will be invis

Meaning:

pick_up

Type: uint8

Comment: See crossfire.doc

Meaning:

item_power

Type: sint8

Comment: Power rating of the object

Meaning: The character has a limited item power maximum to be able to apply magical items.
If the sum of the item_power of all applied items reaches the allowed maximum,
no more magical item with item_power > 0 can be wielded / worn.

gen_sp_armour

Type: sint8

Comment: Sp regen penalty this object has (was last_heal)

Meaning:

glow_radius

Type: sint8

Comment: indicates the glow radius of the object

Meaning:

weight

Type: sint32

Comment: Attributes of the object

Meaning:

weight_limit

Type: sint32

Comment: Weight-limit of object

Meaning:

carrying

Type: sint32

Comment: How much weight this object contains

Meaning:

stats

Type: living

Comment: Str, Con, Dex, etc

Meaning:

See "living" structure fields on this page.

perm_exp

Type: sint64

Comment: Permanent exp

Meaning:

current_weapon_script

Type: const char * (shared string)

Comment:

Meaning: Not anymore included since when ?

current_weapon

Type: obj *

Comment: Pointer to the weapon currently used

Meaning:

weapontype

Type: uint32

Comment: Type of weapon

Meaning:

tooltype

Type: uint32

Comment:

Meaning: Not included anymore since when ?

body_info

Type: sint8[NUM_BODY_LOCATIONS]

Comment: Body info as loaded from the file

Meaning:

body_used

Type: sint8[NUM_BODY_LOCATIONS]

Comment: Calculated value based on items equipped

Meaning:

owner

Type: obj *

Comment: Pointer to the object which controls this one. Owner should not be referred to directly - object_get_owner() should be used instead.

Meaning:

ownercount

Type: tag_t

Comment: What count the owner had (in case owner has been freed)

Meaning:

enemy

Type: obj *

Comment: Monster/player to follow even if not closest

Meaning:

attacked_by

Type: obj *

Comment: This object start to attack us! only player & monster

Meaning:

attacked_by_count

Type: tag_t

Comment: The tag of attacker, so we can be sure

Meaning:

run_away

Type: uint16

Comment: Monster runs away if it's hp goes below this percentage.

Meaning:

randomitems

Type: treasureliststruct *

Comment: Items to be generated

Meaning:

chosen_skill

Type: obj *

Comment: The skill chosen to use

Meaning:

hide

Type: uint32

Comment: The object is hidden, not invisible

Meaning:

move_status

Type: sint32

Comment: What stage in attack mode

Meaning:

attack_movement

Type: uint16

Comment: What kind of attack movement

Meaning:

will_apply

Type: uint8

Comment: See crossfire.doc and @ref WILL_APPLY_xxx

Meaning:

sound_chance

Type: sint8

Comment: Probability, 0 to 100, of the object emitting a sound.

Meaning: NEW since when ?

spellitem

Type: obj *

Comment: Spell ability monster is choosing to use

Meaning:

expmul

Type: double

Comment: needed experience = (calc_exp*expmul) - means some races/classes can need less/more exp to gain levels

Meaning:

casting_time

Type: sint16

Comment: Time left before spell goes off

Meaning:

duration

Type: sint16

Comment: How long the spell lasts

Meaning:

duration_modifier

Type: uint8

Comment: how level modifies duration

Meaning:

range

Type: sint8

Comment: Range of the spell

Meaning:

range_modifier

Type: uint8

Comment: How going up in level effects range

Meaning:

dam_modifier

Type: uint8

Comment: How going up in level effects damage

Meaning:

spell

Type: obj *

Comment: Spell that was being cast

Meaning:

spellarg

Type: char *

Comment: No comment available

Meaning:

start_holding

Type: uint16

Comment:

Meaning: Not included anymore ?

arch

Type: archt *

Comment: Pointer to archetype

Meaning:

other_arch

Type: archt *

Comment: Pointer used for various things - mostly used for what this objects turns into or what this object creates

Meaning:

flags

Type: uint32[4]

Comment: Various flags

Meaning:

animation_id

Type: uint16

Comment: An index into the animation array

Meaning:

anim_speed

Type: uint8

Comment: Ticks between animation-frames

Meaning:

last_anim

Type: uint8

Comment: Last sequence used to draw face

Meaning:

temp_animation_id

Type: uint16

Comment: An index into the temporary animation array

Meaning:

temp_anim_speed

Type: uint8

Comment: Ticks between temporary animation-frames

Meaning:

elevation

Type: sint32

Comment: Elevation of this terrain - used in weather code

Meaning:

smoothlevel

Type: uint8

Comment: how to smooth this square around

Meaning:

map_layer

Type: uint8

Comment: What level to draw this on the map

Meaning:

move_type

Type: MoveType

Comment: Type of movement this object uses

Meaning:

move_block

Type: MoveType

Comment: What movement types this blocks

Meaning: Prevents a character or monster from moving onto a tile occupied by the object.
Each part of a multi-tile object may have an unique setting, unlike many other modifiers
that are omitted or ignored in non-head parts.

See also move_block on the objects page.

move_allow

Type: MoveType

Comment: What movement types explicitly allowed

Meaning:

move_on

Type: MoveType

Comment: Move types affected moving on to this space

Meaning:

move_off

Type: MoveType

Comment: Move types affected moving off this space

Meaning:

move_slow

Type: MoveType

Comment: Movement types this slows down

Meaning:

move_slow_penalty

Type: float

Comment: How much this slows down the object

Meaning:

custom_name

Type: const char * (shared string)

Comment: Custom name assigned by player

Meaning:

key_values

Type: key_value *

Comment: Fields not explictly known by the loader.

Meaning:

no_save

Type: uint8

Comment:

Meaning: Not included anymore ?


"living" structure fields

Str

Type: sint8

Meaning:

Dex

Type: sint8

Meaning:

Con

Type: sint8

Meaning:

Wis

Type: sint8

Meaning:

Cha

Type: sint8

Meaning:

Int

Type: sint8

Meaning:

Pow

Type: sint8

Meaning:

wc

Type: sint8

Meaning:

ac

Type: sint8

Meaning:

hp

Type: sint16

Meaning:

  • for living things, hitpoints (<0 ⇒ dead).
  • for exits, x coordinates of destination.
  • for ROD or HORNs, spellpoints the item has to cast the spell.

maxhp

Type: sint16

Meaning:

sp

Type: sint16

Meaning:

  • for player, spellpoints.
  • for exits, y coordinates of destination.
  • for glowing crystals, stored spellpoints.
  • for WEAPON_IMPROVER, what to improve
  • for PLAYERMOVER, the direction to move objects

maxsp

Type: sint16

Meaning:

grace

Type: sint16

Meaning:

maxgrace

Type: sint16

Meaning:

exp

Type: sint64

Meaning:

  • added speed for some items?

food

Type: sint16

Meaning:

  • for WAND, number of charges left.
  • for player, food.
  • for healing spells, food to give to the player.
  • for FORCEs, duration (in object moves) of the force.
  • for swamps {FIXME type}, how deep the player is in the swamp (see move_deep_swamp()).
  • for DISEASEs, the duration of the disease.
  • for GATEs, whether it's opening or closing.

dam

Type: sint16

Meaning:

luck

Type: sint8

Meaning:

Key/value fields

Those fields are not part of the object or Stats structures, but used through the key/value mechanism.

price_*

price_adjustment

price_adjustment_buy

price_adjustment_sell

Those control the price the item should have. They are a ratio from the item's raw value, and are applied without any bargaining / charism / shop specialization effect.

Values should be a valid float (as recognized by atof).

If price_adjustment is set, it will override the other 2 keys. Else any of the 2 can be not set without any side effect.

divine_giver_name

For god-given items, name of the god that gave the item. Used to remove them if player switches cult.

divine_blessing_name

Specified god has blessed the item. Used to avoid accumulating blessings.

item_owner

Player owning the item, so other players can't bless it.
If set, the item can't be applied by another player unless he has enough experience (see item_willpower).

generator_code

For GENERATOR (FIXME real flag) objects, a key to copy to generated monsters, so they can be tracked.

generator_max

For GENERATOR (FIXME ditto) objects, the maximum number of generated monsters allowed at the same time.

generator_name

Name of the generator FIXME, used for generator_code value.
If unset will use generator's name, else generator.

on_use_yield

Should be the name of an archetype. When containing object is applied,
this specific object is generated, and inserted at the same place as the containing object.
Used mostly for giving empty bottles when drinking stuff.

item_willpower

If set incombination with item_owner, an item will refuse to be applied by another player who doesn't have at least that much experience.

passenger_limit

For TRANSPORT (FIXME real type), the maximum players can board at the same time.

*_full

face_full

anim_full

For TRANSPORT, face to use when it's full.

*_speed

weight_speed_ratio

base_speed

Control the max speed of the TRANSPORT, based on the formula speed = base_speed - (base_speed * weight the transport is carrying * weight_speed_ratio) / (transport's weight_limit * 100

spell_expiry_warn_*

spell_expiry_warn_1

spell_expiry_warn_2

Those are used by spell effects, to store when player should be warned of effect expiration. Player will get a message when spell's duration reaches the first value, then the second. Will be set by the code automatically, should be a number parsable via atoi().

dev/object_fields.txt · Last modified: 2018/04/13 05:29 by karl