User Tools

Site Tools


dev:object_fields

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
dev:object_fields [2018/04/12 04:12]
karl First round of page cleanup. Since the most Meaning: lines contain the comment from the objekt.h , name them in a Comment: line, and Meaning afterwards
dev:object_fields [2018/04/13 05:29]
karl [Object Fields] Add link to shared_strings page
Line 3: Line 3:
 This is the description of fields of the object structure, and what they are used to. This is the description of fields of the object structure, and what they are used to.
  
 +The struct [[object_fields_living|living]] and struct [[object_fields_key_value|key_value]] have their own pages. \\
 +The term [[Shared Strings]] has it's own page, too. \\
 See also page [[Objects]] . See also page [[Objects]] .
  
 ===== Issues == ===== Issues ==
-FIXME This page needs complete rebuild. It is unsorted and too large to scroll and to read with almost no content.\\ +FIXME \\
-It appears that server internal variables like //next// and //prev// have mixed with archetype attributes. ​\\+
 **These Object Fields are for now sorted alphabetically [[:​arch:​arch_attributes:​1_index|here]] ** . \\ **These Object Fields are for now sorted alphabetically [[:​arch:​arch_attributes:​1_index|here]] ** . \\
 Whenever =field= gets changed, please do it in the sorted pages in the :​arch:​arch_attributes:​* namespace. ​ Whenever =field= gets changed, please do it in the sorted pages in the :​arch:​arch_attributes:​* namespace. ​
- 
-Jump down to [[#"​living"​ structure fields]] , [[#​Key/​value fields]] 
- 
 <WRAP lo> <WRAP lo>
 FIXME fill in the blanks :) add sharedstring info FIXME fill in the blanks :) add sharedstring info
  
-FIXME maybe this should be part of the object.h file directly? +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  --- //​[[user:​rednaxela|Alex Schultz]] 2007/01/03 12:50//
-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  --- //​[[user:​rednaxela|Alex Schultz]] 2007/01/03 12:50//+
 </​WRAP>​ </​WRAP>​
  
Line 224: Line 220:
 } object; } object;
 </​code>​ </​code>​
 +
 +----
  
 ===== Head Part of Struct == ===== Head Part of Struct ==
Line 639: Line 637:
  
 Meaning: Mainly the skill level which a character has to have to successfully cast magic upon monster-with-level .  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 ==== ==== last_heal ====
 Type: sint32 Type: sint32
 +
 +Comment: Last healed. Depends on constitution
  
 Meaning: Meaning:
Line 649: Line 656:
 ==== last_sp ==== ==== last_sp ====
 Type: sint32 Type: sint32
 +
 +Comment: As last_heal, but for spell points ​
  
 Meaning: Meaning:
Line 657: Line 666:
     * 3: make all monsters fall asleep     * 3: make all monsters fall asleep
     * 4: charm all monsters     * 4: charm all monsters
-  * new sp for praying skill when changing god?  
-    * FIXME check what it means when praying 
   * for CHECK_INV, 0 means player must have object, else player must not have object   * for CHECK_INV, 0 means player must have object, else player must not have object
-  ​* for healing, how many sp to regenerate +  * for TRIGGER_ALTAR ??  
-  ​* for TRIGGER_ALTAR ?? FIXME +    * FIXME 
-  * for DISEASEs, the SYMPTOM'​s last_sp FIXME+  * for DISEASEs, the SYMPTOM'​s last_sp ​ 
 +    * FIXME
   * for objects being thrown, the max number of moves to exist   * for objects being thrown, the max number of moves to exist
   * for monsters, regenerate sp   * 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 ==== ==== last_grace ====
 Type: sint16 Type: sint16
  
-Meaning: +CommentAs last_sp, except for grace
- +
-==== last_eat ==== +
-Type: sint16+
  
 Meaning: Meaning:
Line 678: Line 686:
 ==== invisible ==== ==== invisible ====
 Type: sint16 Type: sint16
 +
 +Comment: How much longer the object will be invis
  
 Meaning: Meaning:
Line 683: Line 693:
 ==== pick_up ==== ==== pick_up ====
 Type: uint8 Type: uint8
 +
 +Comment: See crossfire.doc
  
 Meaning: Meaning:
Line 689: Line 701:
 Type: sint8 Type: sint8
  
-Meaning:+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 ==== ==== gen_sp_armour ====
 Type: sint8 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: Meaning:
Line 698: Line 723:
 ==== weight ==== ==== weight ====
 Type: sint32 Type: sint32
 +
 +Comment: Attributes of the object
  
 Meaning: Meaning:
Line 703: Line 730:
 ==== weight_limit ==== ==== weight_limit ====
 Type: sint32 Type: sint32
 +
 +Comment: Weight-limit of object
  
 Meaning: Meaning:
Line 708: Line 737:
 ==== carrying ==== ==== carrying ====
 Type: sint32 Type: sint32
 +
 +Comment: How much weight this object contains
  
 Meaning: Meaning:
  
-==== glow_radius ==== 
-Type: sint8 
- 
-Meaning: 
  
 ==== stats ==== ==== stats ====
 Type: living Type: living
 +
 +Comment: Str, Con, Dex, etc
  
 Meaning: Meaning:
 +
 +See [[#"​living"​ structure fields]] on this page.
  
 ==== perm_exp ==== ==== perm_exp ====
 Type: sint64 Type: sint64
 +
 +Comment: Permanent exp
  
 Meaning: Meaning:
Line 729: Line 762:
 Type: const char * (shared string) Type: const char * (shared string)
  
-Meaning:+Comment:  
 + 
 +Meaning: ​Not anymore included since when ?
  
 ==== current_weapon ==== ==== current_weapon ====
 Type: obj * Type: obj *
 +
 +Comment: Pointer to the weapon currently used
  
 Meaning: Meaning:
Line 738: Line 775:
 ==== weapontype ==== ==== weapontype ====
 Type: uint32 Type: uint32
 +
 +Comment: Type of weapon
  
 Meaning: Meaning:
Line 744: Line 783:
 Type: uint32 Type: uint32
  
-Meaning:+Comment: 
 + 
 +Meaning: ​Not included anymore since when ?
  
 ==== body_info ==== ==== body_info ====
 Type: sint8[NUM_BODY_LOCATIONS] Type: sint8[NUM_BODY_LOCATIONS]
 +
 +Comment: Body info as loaded from the file
  
 Meaning: Meaning:
Line 753: Line 796:
 ==== body_used ==== ==== body_used ====
 Type: sint8[NUM_BODY_LOCATIONS] Type: sint8[NUM_BODY_LOCATIONS]
 +
 +Comment: Calculated value based on items equipped
  
 Meaning: Meaning:
Line 758: Line 803:
 ==== owner ==== ==== owner ====
 Type: obj * 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: Meaning:
Line 763: Line 810:
 ==== ownercount ==== ==== ownercount ====
 Type: tag_t Type: tag_t
 +
 +Comment: What count the owner had (in case owner has been freed)
  
 Meaning: Meaning:
Line 768: Line 817:
 ==== enemy ==== ==== enemy ====
 Type: obj * Type: obj *
 +
 +Comment: Monster/​player to follow even if not closest
  
 Meaning: Meaning:
Line 773: Line 824:
 ==== attacked_by ==== ==== attacked_by ====
 Type: obj * Type: obj *
 +
 +Comment: This object start to attack us! only player & monster
  
 Meaning: Meaning:
Line 779: Line 832:
 Type: tag_t Type: tag_t
  
-Meaning: +CommentThe tag of attacker, so we can be sure
- +
-==== randomitems ==== +
-Type: treasureliststruct *+
  
 Meaning: Meaning:
Line 788: Line 838:
 ==== run_away ==== ==== run_away ====
 Type: uint16 Type: uint16
 +
 +Comment: Monster runs away if it's hp goes below this percentage.
  
 Meaning: Meaning:
 +
 +==== randomitems ====
 +Type: treasureliststruct *
 +
 +Comment: Items to be generated ​
 +
 +Meaning:
 +
  
 ==== chosen_skill ==== ==== chosen_skill ====
 Type: obj * Type: obj *
 +
 +Comment: The skill chosen to use
  
 Meaning: Meaning:
Line 798: Line 860:
 ==== hide ==== ==== hide ====
 Type: uint32 Type: uint32
 +
 +Comment: The object is hidden, not invisible
  
 Meaning: Meaning:
Line 803: Line 867:
 ==== move_status ==== ==== move_status ====
 Type: sint32 Type: sint32
 +
 +Comment: What stage in attack mode
  
 Meaning: Meaning:
Line 808: Line 874:
 ==== attack_movement ==== ==== attack_movement ====
 Type: uint16 Type: uint16
 +
 +Comment: What kind of attack movement
  
 Meaning: Meaning:
Line 813: Line 881:
 ==== will_apply ==== ==== will_apply ====
 Type: uint8 Type: uint8
 +
 +Comment: See crossfire.doc and @ref WILL_APPLY_xxx
  
 Meaning: Meaning:
 +
 +==== sound_chance ====
 +Type: sint8
 +
 +Comment: Probability,​ 0 to 100, of the object emitting a sound.
 +
 +Meaning: NEW since when ?
  
 ==== spellitem ==== ==== spellitem ====
 Type: obj * Type: obj *
 +
 +Comment: Spell ability monster is choosing to use
  
 Meaning: Meaning:
Line 823: Line 902:
 ==== expmul ==== ==== expmul ====
 Type: double Type: double
 +
 +Comment: needed experience = (calc_exp*expmul) - means some races/​classes can need less/more exp to gain levels
  
 Meaning: Meaning:
  
-==== duration ​====+==== casting_time ​====
 Type: sint16 Type: sint16
  
-Meaning: +CommentTime left before spell goes off
- +
-==== duration_modifier ==== +
-Type: uint8+
  
 Meaning: Meaning:
  
-==== casting_time ​====+==== duration ​====
 Type: sint16 Type: sint16
 +
 +Comment: How long the spell lasts
  
 Meaning: Meaning:
  
-==== spell ==== +==== duration_modifier ​==== 
-Type: obj *+Type: uint8 
 + 
 +Comment: how level modifies duration
  
 Meaning: Meaning:
  
-==== start_holding ​==== +==== range ==== 
-Type: uint16+Type: sint8 
 + 
 +Comment: Range of the spell
  
 Meaning: Meaning:
  
-==== spellarg ​==== +==== range_modifier ​==== 
-Type: char *+Type: uint8 
 + 
 +Comment: How going up in level effects range
  
 Meaning: Meaning:
Line 858: Line 944:
 ==== dam_modifier ==== ==== dam_modifier ====
 Type: uint8 Type: uint8
 +
 +Comment: How going up in level effects damage
  
 Meaning: Meaning:
  
-==== range ==== + 
-Type: sint8+==== spell ==== 
 +Type: obj * 
 + 
 +Comment: Spell that was being cast
  
 Meaning: Meaning:
  
-==== range_modifier ​==== +==== spellarg ​==== 
-Type: uint8+Type: char * 
 + 
 +Comment: No comment available
  
 Meaning: Meaning:
 +
 +==== start_holding ====
 +Type: uint16
 +
 +Comment:
 +
 +Meaning: Not included anymore ?
 +
  
 ==== arch ==== ==== arch ====
 Type: archt * Type: archt *
 +
 +Comment: Pointer to archetype
  
 Meaning: Meaning:
Line 878: Line 981:
 ==== other_arch ==== ==== other_arch ====
 Type: archt * Type: archt *
 +
 +Comment: Pointer used for various things - mostly used for what this objects turns into or what this object creates
  
 Meaning: Meaning:
 +
  
 ==== flags ==== ==== flags ====
 Type: uint32[4] Type: uint32[4]
 +
 +Comment: Various flags
  
 Meaning: Meaning:
Line 888: Line 996:
 ==== animation_id ==== ==== animation_id ====
 Type: uint16 Type: uint16
 +
 +Comment: An index into the animation array
  
 Meaning: Meaning:
Line 893: Line 1003:
 ==== anim_speed ==== ==== anim_speed ====
 Type: uint8 Type: uint8
 +
 +Comment: Ticks between animation-frames
  
 Meaning: Meaning:
 +
  
 ==== last_anim ==== ==== last_anim ====
 Type: uint8 Type: uint8
 +
 +Comment: Last sequence used to draw face
  
 Meaning: 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 ==== ==== elevation ====
 Type: sint32 Type: sint32
 +
 +Comment: Elevation of this terrain - used in weather code 
  
 Meaning: Meaning:
Line 908: Line 1041:
 ==== smoothlevel ==== ==== smoothlevel ====
 Type: uint8 Type: uint8
 +
 +Comment: how to smooth this square around
  
 Meaning: Meaning:
Line 913: Line 1048:
 ==== map_layer ==== ==== map_layer ====
 Type: uint8 Type: uint8
 +
 +Comment: What level to draw this on the map
  
 Meaning: Meaning:
 +
  
 ==== move_type ==== ==== move_type ====
 Type: MoveType Type: MoveType
 +
 +Comment: Type of movement this object uses
  
 Meaning: Meaning:
Line 925: Line 1065:
 Type: MoveType Type: MoveType
  
-Meaning ​Prevents a character or monster from moving onto a tile occupied by the object.+CommentWhat movement types this blocks
  
-  * Each part of a multi-tile object may have unique setting, unlike many other modifiers that are omitted or ignored in non-head parts.+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 [[objects#​move_block]] on the [[objects]] page. See also [[objects#​move_block]] on the [[objects]] page.
 +
 +
 ==== move_allow ==== ==== move_allow ====
 Type: MoveType Type: MoveType
 +
 +Comment: What movement types explicitly allowed
  
 Meaning: Meaning:
Line 937: Line 1083:
 ==== move_on ==== ==== move_on ====
 Type: MoveType Type: MoveType
 +
 +Comment: Move types affected moving on to this space
  
 Meaning: Meaning:
Line 942: Line 1090:
 ==== move_off ==== ==== move_off ====
 Type: MoveType Type: MoveType
 +
 +Comment: Move types affected moving off this space
  
 Meaning: Meaning:
Line 947: Line 1097:
 ==== move_slow ==== ==== move_slow ====
 Type: MoveType Type: MoveType
 +
 +Comment: Movement types this slows down 
  
 Meaning: Meaning:
Line 952: Line 1104:
 ==== move_slow_penalty ==== ==== move_slow_penalty ====
 Type: float Type: float
 +
 +Comment: How much this slows down the object
  
 Meaning: Meaning:
 +
  
 ==== custom_name ==== ==== custom_name ====
 Type: const char * (shared string) Type: const char * (shared string)
 +
 +Comment: Custom name assigned by player
  
 Meaning: Meaning:
Line 962: Line 1119:
 ==== key_values ==== ==== key_values ====
 Type: key_value * Type: key_value *
 +
 +Comment: Fields not explictly known by the loader.
  
 Meaning: Meaning:
Line 969: Line 1128:
 Type: uint8 Type: uint8
  
-Meaning:+Comment:
  
 +Meaning: Not included anymore ?
 +
 +----
  
 ====== "​living"​ structure fields ===== ====== "​living"​ structure fields =====
 +
  
 ==== Str ==== ==== Str ====
dev/object_fields.txt · Last modified: 2020/11/23 08:34 by ryo