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Revision 1.25 by root, Thu Jun 21 22:25:03 2007 UTC vs.
Revision 1.30 by elmex, Mon Jan 12 00:17:23 2009 UTC

1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
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
300This flag is by default on. 298This flag is by default on.
301 299
302=item FLAG_NO_STEAL 300=item FLAG_NO_STEAL
303 301
304When this flag is set this object can't be stolen. The flag will be 302When this flag is set this object can't be stolen. The flag will be
305resetted once the object is placed on a map. 303reset once the object is placed on a map.
306 304
307When this flag is set on a monster it can defent attempts of stealing 305When this flag is set on a monster it can defend attempts at stealing
308(but in this context the flag is only used internally). 306(but in this context the flag is only used internally).
309 307
310=item FLAG_NO_SKILL_IDENT 308=item FLAG_NO_SKILL_IDENT
311 309
312This flag is mostly used internal and prevents unidentified objects 310This flag is mostly used internal and prevents unidentified objects
1064 1062
1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1063=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1066 1064
1067A type for any object that has no special behaviour. 1065A type for any object that has no special behaviour.
1068 1066
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 1067=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1122 1068
1123This type of objects multiplies objects that are above it when it is activated. 1069This type of objects multiplies objects that are above it when it is activated.
1124You can even multiply by 0, which will destroy the object. 1070You can even multiply by 0, which will destroy the object.
1125 1071

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