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Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.28 by root, Sun Oct 5 14:16:13 2008 UTC vs.
Revision 1.33 by root, Sat Nov 7 18:30:05 2009 UTC

33This document does explain the behaviour of the objects and the meaning of 33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes. 34their fields in the server engine, which are derived from archetypes.
35 35
36This is an example of an archetype: 36This is an example of an archetype:
37 37
38 Object button_trigger 38 object button_trigger
39 name button 39 name button
40 type 30 40 type 30
41 face button_sma.111 41 face button_sma.x11
42 anim 42 anim
43 button_sma.111 43 button_sma.x11
44 button_sma.112 44 button_sma.x12
45 mina 45 mina
46 is_animated 0 46 is_animated 0
47 exp 30 47 exp 30
48 no_pick 1 48 no_pick 1
49 walk_on 1 49 walk_on 1
111For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
112 112
113=item I<glow_radius> <number> 113=item I<glow_radius> <number>
114 114
115This field indicates how far an object glows. Default is a radius of 0 (no 115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all). 116glowing at all). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
117 118
118=item I<speed> <number> 119=item I<speed> <number>
119 120
120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
121on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
263will be generated. 264will be generated.
264 265
265After the new object is created the I<hp> field from the old object is copied into 266After the new object is created the I<hp> field from the old object is copied into
266the new one. 267the new one.
267 268
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
270
271=item FLAG_IS_A_TEMPLATE (internal use) 269=item FLAG_IS_A_TEMPLATE (internal use)
272 270
273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, 271This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 272or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
275 273
330=item FLAG_IS_LIGHTABLE 328=item FLAG_IS_LIGHTABLE
331 329
332This flag indicates whether a B<LIGHTER> can light this object. See also the 330This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends 331description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object. 332partially on the material of the object.
333
334=item FLAG_MONSTER
335
336Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
337change their meaning, including:
338
339=over 4
340
341=item I<wis>
342
343Governs the "wake-up radius" - the radius within a monster detects an enemy.
344
345Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
346will partake in basic smell finding. 10 and up additionally spreads smell
347knowledge, and 15 and up additionally will try to perturb the path as to
348find shortcuts.
349
350=back
335 351
336=back 352=back
337 353
338=head2 Description of type specific fields and behaviour 354=head2 Description of type specific fields and behaviour
339 355
446This field has some special meaning in potions, currently the 462This field has some special meaning in potions, currently the
447bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 463bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
448restoration potion or improvement potion. 464restoration potion or improvement potion.
449See include/attackinc.h for the bits of these types. 465See include/attackinc.h for the bits of these types.
450 466
451If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION 467If AT_DEPLETE is set the player will be restored and the "depletion"
452will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED 468will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
453set the player will be drained a random stat by inserting an ARCH_DEPLETION 469set the player will be drained a random stat by inserting an "depletion"
454into him. 470into him.
455 471
456If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 472If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
457When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 473When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
458 474
500 516
501=back 517=back
502 518
503=back 519=back
504 520
505=head3 B<FOOD> - type 6 - Eatable stuff 521=head3 B<FOOD> - type 6 - Edible stuff
506 522
507This is for objects that are representing general eatables like 523This is for objects that are representing general eatables like
508beef or bread. 524beef or bread.
509 525
510The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they 526The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
1064 1080
1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1081=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1066 1082
1067A type for any object that has no special behaviour. 1083A type for any object that has no special behaviour.
1068 1084
1069=head3 B<LAMP> - type 82 - A lamp
1070
1071This object represents a lamp, that can be carried and switched
1072on and off and has a certain amount of fuel in it.
1073
1074A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1075Each of them should point at the other one with it's I<other_arch> field.
1076
1077See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1078
1079If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081
1082=over 4
1083
1084=item I<glow_radius> <number>
1085
1086The radius of the light that the lamp emits, see also I<glow_radius> in the
1087generic object flags description.
1088
1089=item I<speed> <number>
1090
1091If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1092lamp burns it's fuel (I<food>).
1093
1094Setting FLAG_CHANGING makes only sense on the archetype which represents
1095the 'on' state of the lamp.
1096
1097See also the description of FLAG_CHANGING.
1098
1099Lamps which have no FLAG_CHANGING set would also make sense and represent
1100lamps that never burn up.
1101
1102=item I<other_arch> <number>
1103
1104This is the field that points to the 'other' archetype which represents the
1105opposite state of the lamp. The newly from I<other_arch> derived object will
1106replace the current object and will get the value of I<food> of the replaced object.
1107
1108Rationale:
1109
1110When the lamp (on) is applied a new object is derived from the archetype
1111in I<other_arch> and the I<food> value is copied to it ('the fuel is
1112transferred'). The new lamp (off) object has to have a I<other_arch> field
1113which points to the archetype from which a lamp (on) can be derived.
1114
1115=item I<food> <number>
1116
1117This fields stands for the fuel of the lamp.
1118
1119=back
1120
1121=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators 1085=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1122 1086
1123This type of objects multiplies objects that are above it when it is activated. 1087This type of objects multiplies objects that are above it when it is activated.
1124You can even multiply by 0, which will destroy the object. 1088You can even multiply by 0, which will destroy the object.
1125 1089

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