OBJECT
living
SYNOPSIS
inherit "std/living";
#include <properties.h>
#include <living.h>
DESCRIPTION
This is the generic living object which 'lives', can move,
can fight.
It has a number of 'stats', also called 'attributes' in
the new system. These include the former stats
strength, dexterity, intelligence and constitution.
These attributes determine the life functions and
variables like hitpoints and spellpoints, but also the
ability to perform certain actions like spellcasting or
swordfighting. Attributs are implemented as a property
P_ATTRIBUTES. Attributes can be set by using the functions
SetAttribute(string attribute, int value)
Sets <attribute> to <value>. Certain restrictions might
exist, and the requested attribute might not be set.
Attributes are integer values, and are in the range
of 1 (very bad) to 20 (excellent and highest possible
for a normal human).
int QueryAttribute(string attribute)
Returns value of <attribute>
Abilities. A living creature may have special abilities
to perform certain actions. These may be very different
types of actions, like fighting with a sword, casting
a fireball or climbing up a tree. Abilities are
implemented as the P_ABILITIES property. An ability may
be accompanied by an object which may define special
actions and which uses the values of P_ABILITES, for
example a spellbook will store spell levels there or
a weapon uses a weapon ability (skill). The abilities
can be manipulated:
SetAbility(string ability, int value)
Sets <ability> to <value>.
int QueryAbility(string ability)
Ask the value of <ability>.
Equipment. Weaponclass and armourclass are defined. Unless
a weapon is used, the wc is 0. Unless an armour is used,
the ac is 0. (P_WC and P_AC)
Live variables. A living creature has several needs just
because it is alive. The complex life functions are
reducced to some crucial factors.
P_HP
These are mainly determined by the constitution and give
the ability of the body to absorb damage. If the
hitpoints go below zero, the creature is dead.
P_SP
Spellpoints (sometimes called mana) describe the magical
(spiritual) capability of the creature. It is mainly
determined by Intelligence and Wisdom. It is up to the
creature how good it uses the spellpoint resource.
Spellpoints will go down when supernatural actions are
performed by the creature.
P_MAX_SP, P_MAX_HP
Readonly variable which are computed from attributes.
P_FOOD, P_DRINK, P_ALCOHOL, (P_POISON)
These three variables describe hunger, thirst and
intoxication by alcohol. The max is dependent on the
constitution of the living, and of the weight.
These variables automatically decrease with time.
When food or drink goes below zero, the creature
suffers hunger or thirst and will lose hitpoints.
P_MAX_FOOD, P_MAX_DRINK, P_MAX_ALCOHOL
Readonly variables which are computed from attributes.
P_WEIGHT, P_SIZE
These variables describe the physical proportions of
the creatures body. Both variables are standard properties
and are also used in normal objects.
P_MAX_WEIGHT
This is a readonly variable which describes how much
a living creature may carry around.
P_GENDER
This is obvious. Gender may be MALE, FEMALE or NEUTER,
as defined in <living.h>. Player gender may be only
MALE or FEMALE.
P_RACE
A string which defines the race.
P_ALIGNMENT
The alignment of the living, ranging frO
P_AGE
The age of the living creature in seconds
P_WEAPON
Die Waffe, die gezueckt ist, sonst 0.
INHERITANCE TREE
living
|-thing/moving
|-thing/properties
`-thing/description
SEE ALSO
properties(C), units(C)
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