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(Generate patch)

Comparing cf.schmorp.de/server/pod/objects.pod (file contents):
Revision 1.4 by elmex, Mon Dec 18 16:53:04 2006 UTC vs.
Revision 1.10 by elmex, Wed Dec 20 02:15:49 2006 UTC

94 94
95If the object is on the active list and speed_left is lower or 95If the object is on the active list and speed_left is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 96equal to 0 the absolute value of the speed field is added to speed_left
97on the end of the tick. 97on the end of the tick.
98 98
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is
101the more often the object is processed.
102
99=item no_drop (0|1) 103=item no_drop (0|1)
100 104
101Sets the flag FLAG_NO_DROP. 105Sets the flag FLAG_NO_DROP.
102See Flags section below. 106See Flags section below.
103 107
112See Flags section below. 116See Flags section below.
113 117
114=item auto_apply (0|1) 118=item auto_apply (0|1)
115 119
116Sets the flag FLAG_AUTO_APPLY. 120Sets the flag FLAG_AUTO_APPLY.
121See Flags section below.
122
123=item no_steal (0|1)
124
125Sets the flag FLAG_NO_STEAL.
126See Flags section below.
127
128=item reflecting (0|1)
129
130Sets the flag FLAG_REFLECTING.
131See Flags section below.
132
133=item reflect_spell (0|1)
134
135Sets the flag FLAG_REFL_SPELL.
136See Flags section below.
137
138=item no_skill_ident (0|1)
139
140Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below.
142
143=item activate_on_push (0|1) (default: 1)
144
145Sets the flag FLAG_ACTIVATE_ON_PUSH.
146See Flags section below.
147
148=item activate_on_release (0|1) (default: 1)
149
150Sets the flag FLAG_ACTIVATE_ON_RELEASE.
117See Flags section below. 151See Flags section below.
118 152
119=item editable (more than deprecated) 153=item editable (more than deprecated)
120 154
121This field had a special meaning for crossedit, which used parts 155This field had a special meaning for crossedit, which used parts
162or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 196or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
163 197
164=item FLAG_AUTO_APPLY 198=item FLAG_AUTO_APPLY
165 199
166This flag has currently only meaning for the TREASURE type, see below. 200This flag has currently only meaning for the TREASURE type, see below.
201
202=item FLAG_ACTIVATE_ON_PUSH
203
204This flag has only meaning for objects that can be linked together
205with the 'connected' field and controls wether the object should
206be activated when the connection is 'pushed' or it is 'released'.
207
208This flag is by default on.
209
210=item FLAG_ACTIVATE_ON_RELEASE
211
212This flag has only meaning for objects that can be linked together
213with the 'connected' field and controls wether the object should
214be activated when the connection is 'pushed' or it is 'released'.
215
216This flag is by default on.
217
218=item FLAG_NO_STEAL
219
220When this flag is set this object can't be stolen. The flag will be
221resetted once the object is placed on a map.
222
223When this flag is set on a monster it can defent attempts of stealing
224(but in this context the flag is only used internally).
225
226=item FLAG_NO_SKILL_IDENT
227
228This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by
230skills.
231
232This flag is used to mark objects to never being identified by a skill
233once a player failed to identify an object. So that multiple tries
234of identifying aren't more effective than one.
235
236=item FLAG_REFLECTING
237
238This flag is used by spell effects, LIGHTNING, THROWN_OBJ and ARROW
239to indicate whether this object reflects off walls.
240
241=item FLAG_REFL_SPELL
242
243This flag indicates whether something reflects spells, like spell reflecting
244amuletts.
167 245
168=back 246=back
169 247
170=head2 Description of type specific attributes 248=head2 Description of type specific attributes
171 249
301with the treasurelist specified here. (I guess it's highly undefined what 379with the treasurelist specified here. (I guess it's highly undefined what
302happens if there is not a spell in the potions inventory). 380happens if there is not a spell in the potions inventory).
303 381
304=item on_use_yield <archetype> 382=item on_use_yield <archetype>
305 383
306When this object is applied this object will be created. 384When this object is applied an instance of <archetype> will be created.
307This field is also used by FOOD and POISON.
308 385
309=item subtypes <potion subtype> 386=item subtypes <potion subtype>
310 387
311see include/spells.h for possible potion subtypes, there are currently 4: 388see include/spells.h for possible potion subtypes, there are currently 4:
312 389
331Unused, default behaiour of a potion. 408Unused, default behaiour of a potion.
332 409
333=back 410=back
334 411
335=back 412=back
413
414=head3 FOOD - type 6 - Eatable stuff
415
416This is for objects that are representing general eatables like
417beef or bread.
418
419The main difference between FOOD, FLESH and DRINK is that they
420give different messages.
421
422The specialty of FLESH is that it inherits the resistancies of the
423monsters it was generated in and will let dragons raise their resistancies
424with that. If the monster has the POISON attacktype the FLESH
425will change into POISON.
426
427If a player runs low on food he will grab for FOOD, DRINK and POISON
428and if he doesn't find any of that he will start eating FLESH.
429
430=over 4
431
432=item title <string>
433
434If the food has a title or is cursed it is considered 'special', which means that the
435fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
436are interpreted and have further effects on the player.
437
438The higher the food field is the longer the improvement of the player lasts
439(except for hp and sp).
440
441=item food <number>
442
443This is the amount of food points the player gets when he eats this.
444
445=item on_use_yield <archetype>
446
447When this object is applied an instance of <archetype> will be created.
448
449=back
450
451=head3 POISON - type 7 - Poisonous stuff
452
453This type is for objects that can poison the player when drinking.
454When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit.
456
457=over 4
458
459=item level <number>
460
461This field affects the propability of poisoning. The higher the level difference
462between the one who is hit and the poision the mose propable it is the attacked
463one will be poisoned.
464
465=item slaying <race>
466
467On poison this field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison
469is multiplied by 3.
470
471=item hp <number>
472
473This is the amount of damage the player will receive from applying this. The
474attacktype AT_POISON will be used to hit the player and the damage will
475determine the strenght, duration and depletion of stats of the poisoning. The
476created POISONING object which is being placed in the one who was attacked will
477get the damage from this field (which is maybe adjusted by slaying or the
478resistancies).
479
480=item food <number>
481
4821/4 of <number> will be drained from the players food.
483
484=item on_use_yield <archetype>
485
486When this object is applied an instance of <archetype> will be created.
487
488=back
489
490=head3 BOOK - type 8 - Readable books
491
492This type is basically for representing text books in the game.
493
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495
496=over 4
497
498=item msg <text>
499
500This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted.
502
503=item skill <skill name>
504
505The skill required to read this book. (The most resonable
506skill would be literacy).
507
508=item exp <number>
509
510The experience points the player get for reading this book.
511
512=item subtype <readable subtype>
513
514This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table.
516
517=back
518
519=head3 CLOCK - type 9 - Clocks
520
521This type of objects just display the time when being applied.
522
523=head3 LIGHTNING - type 12 - Lightnings
524
525This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls.
528
529FLAG_IS_TURNABLE should be set on these objects.
530
531=over 4
532
533=item attacktype <attacktype>
534
535The attacktype with which it hits the objects on the map.
536
537=item dam <number>
538
539The damage this bolt inflicts when it hits objects on the map.
540
541=item Dex <number>
542
543This is the fork percentage, it is reduced by 10 per fork.
544And the damage is halved on each fork.
545
546=item Con <number>
547
548This value is a percentage of which the forking lightning
549is deflected to the left. This value should be mostly used internally.
550
551=item duration <number>
552
553The duration the bolt stays on a map cell. This field is decreased each time
554the object is processed (see the meaning of speed and speed_left fields in
555the object general description).
556
557=item range <number>
558
559This is the range of the bolt, each space it advances this field is decreased.
560
561=back
562
336 563
337=head3 WEAPON - type 15 - Weapons 564=head3 WEAPON - type 15 - Weapons
338 565
339This type is for general hack and slash weapons like swords, maces 566This type is for general hack and slash weapons like swords, maces
340and daggers and and .... 567and daggers and and ....
478 FLAG_XRAYS 705 FLAG_XRAYS
479 FLAG_BLIND 706 FLAG_BLIND
480 FLAG_SEE_IN_DARK 707 FLAG_SEE_IN_DARK
481 FLAG_UNDEAD 708 FLAG_UNDEAD
482 709
710=head3 DRINK - type 54 - Drinkable stuff
711
712See FOOD description.
713
714=head3 CHECK_INV - type 64 - Inventory checkers
715
716This object checks whether the player has a specific item in his
717inventory when he moves above the inventory checker. If the player has
718the item (or not, which can be controlled with a flag) a connection will be triggered.
719
720If you set move_block you can deny players and monsters to reach the space where
721the inventory checker is on, see 'move_block' description below.
722
723The conditions specified by hp, slaying and race are concationated with OR.
724So matching one of those conditions is enough.
725
726=over 4
727
728=item move_block <move type bitmask>
729
730If you set this field to block a movetype the move code will block any moves
731onto the space with the inventory checker, IF the moving object doesn't have
732(or has - if last_sp = 0) the item that the checker is searching for.
733
734=item last_sp (0|1)
735
736If last_sp is 1 'having' the item that is being checked for will
737activate the connection or make the space with the checker non-blocking.
738If last_sp is 0 'not having' the item will activate the connection
739or make the space with the checker non-blocking.
740
741=item last_heal (0|1)
742
743If last_heal is 1 the matching item will be removed if the inventory checker
744activates a connection and finds the item in the inventory.
745
746(A inventory checker that blocks a space won't remove anything from inventories)
747
748=item hp <number>
749
750If this field is not 0 the inventory checker will search for an object
751with the type id <number>.
752
753=item slaying <string>
754
755If this field is set the inventory checker will search for an object that
756has the same string in the slaying field (for example a key string of a key).
757
758=item race <string>
759
760If this field is set the inventory checker will search for an object which
761has the archetype name that matches <string>.
762
763=item connected <connection id>
764
765This is the connection that will be activated.
766
767=back
768
769=head3 FLESH - type 72 - Organs and body parts
770
771See FOOD description.
772
773=head3 HOLE - type 94 - Holes
774
775Holes are holes in the ground where objects can fall through. When the hole
776opens and/or is completly open all objects above it fall through (more
777precisely: if their head is above the hole).
778
779Trapdoors can only transfer the one who falls through to other coordinates
780on the B<same> map.
781
782=over 4
783
784=item maxsp (0|1)
785
786This field negates the state of the connection: When maxsp is 1 the pit will
787open/close when the connection is deactivated. Otherwise it will open/close
788when the connection is activated. This field only has effect when the
789connection is triggered. So if you put a closed hole on a map, and the
790connection is deactivated, and maxsp is 1 the hole will remain closed until the
791connection was triggered once.
792
793=item connected <connection id>
794
795This is the connection id, which lets the hole opening or closing when
796activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
797at which connection state the object is activated.
798
799For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
800the connection is released.
801
802=item wc <number> (internal)
803
804This is an internal flag. If it is greater than 0 it means that the hole is not
805yet fully open. More preciesly: this field is the animation-step and if it is
806set to the 'closed' step of the animation the hole is closed and if it is on
807the 'open' animation step (wc = 0), the hole is open.
808
809=item sp <number>
810
811The destination y coordinates on the same map.
812
813=item hp <number>
814
815The destination x coordinates on the same map.
816
817=back
818
819=head3 POISONING - type 105 - The poisoning of players and monsters
820
821This type is doing the actual damage to the ones who were attacked
822via AT_POISON (or drank POISON).
823
824The duration is handled via the FLAG_IS_USED_UP mechanism (please look
825there for details).
826
827=over 4
828
829=item dam <number>
830
831Each time the poisoning is processed (which is determined by the speed and speed_left
832fields, see the general object attributes above) it hits the player with
833<number> damage and the AT_INTERNAL attacktype (means: it will simply
834hit the player with no strings attached).
835
836=item food <number>
837
838Just a note: The posion is removed when food == 1 and not when
839the whole duration is up, because the POISONING code has to remove
840the poison-effects from the player before the FLAG_IS_USED_UP mechanism
841deletes the POISONING object.
842
843=back
844
483=head3 FORCE - type 114 - Forces 845=head3 FORCE - type 114 - Forces
484 846
485Forces are a very 'thin' type. They don't have much behaviour other than 847Forces are a very 'thin' type. They don't have much behaviour other than
486disappearing after a time and/or affecting the player if they are in his inventory. 848disappearing after a time and/or affecting the player if they are in his
849inventory.
487 850
488Forces only take effect on the player if they have set FLAG_APPLIED. 851Forces only take effect on the player if they have set FLAG_APPLIED.
489 852
490Whether the duration field is processed or not a tick is controlled via the 853Whether the duration field is processed or not a tick is controlled via the
491speed and speed_left field. Look above at the generic description of these 854speed and speed_left field. Look above at the generic description of these
492fields. 855fields.
493 856
857NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
858like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
8590 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
860If the FLAG_APPLIED is not set the force is removed when food reaches 0.
861Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
862
494=over 4 863=over 4
495 864
496=item duration 865=item duration
497 866
498While this field is greater than 0 the force/object is not destroyed. 867While this field is greater than 0 the force/object is not destroyed. It is
499It is decreased each tick by 1. 868decreased each tick by 1.
500 869
501If it reaches 0 the force/object is destroyed. 870If it reaches 0 the force/object is destroyed.
502 871
503This field can have this meaning for B<any> object if that object has 872This field can have this meaning for B<any> object if that object has
504FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 873FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
506 875
507=back 876=back
508 877
509=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 878=head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
510 879
511This object is generated by the POTION code when the potion is a 880This object is generated by the POTION code when the potion is a resistance
512resistance giving potion. It has mainly the same behaviour as a FORCE. 881giving potion. It has mainly the same behaviour as a FORCE.
513 882
514The specialty of the potion effect is that the resistancy it gives is absolute, 883The specialty of the potion effect is that the resistancy it gives is absolute,
515so if you drin a resistancy potion of fire+60 you will get 60% resistancy to fire. 884so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
885fire.
516 886
517Multiple potion effects only give you the maximum of their resistancy. 887Multiple potion effects only give you the maximum of their resistancy.

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