--- deliantra/server/pod/objects.pod 2006/12/18 10:57:09 1.1 +++ deliantra/server/pod/objects.pod 2006/12/19 15:30:01 1.6 @@ -51,16 +51,314 @@ =head2 Description of generic archetype and object attributes +These are the fields that most of the objects have and/or their +default behaviour. + =over 4 +=item name + +The name of the object. + +=item name_pl + +The name of a collection of these objects (the plural of the name). + +=item face + +The graphical appearance of this object. + +=item invisible + +If the is greater than 0 the object is invisible. +For players this field reflects the duration of the invisibility +and is decreased every tick by 1. + +For non-player objects this field is not changed by server ticks. + +=item speed + +If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed +on the active object list and will be processed each tick (see also speed_left!). + +If the speed field drops below the MIN_ACTIVE_SPEED the object is removed +from the active object list and it won't experience any processing per tick. + +=item speed_left + +If this field is greater than 0 and the object is on the +active list (mostly means it's speed is also greater than 0): + + - speed_left is decreased by 1 + - and this object is processed and experiences a server tick. + +If the object is on the active list and speed_left is lower or +equal to 0 the absolute value of the speed field is added to speed_left +on the end of the tick. + +=item no_drop (0|1) + +Sets the flag FLAG_NO_DROP. +See Flags section below. + +=item applied (0|1) + +Sets the flag FLAG_APPLIED. +See Flags section below. + +=item is_used_up (0|1) + +Sets the flag FLAG_IS_USED_UP. +See Flags section below. + +=item auto_apply (0|1) + +Sets the flag FLAG_AUTO_APPLY. +See Flags section below. + +=item activate_on_push (0|1) (default: 1) + +Sets the flag FLAG_ACTIVATE_ON_PUSH. +See Flags section below. + +=item activate_on_release (0|1) (default: 1) + +Sets the flag FLAG_ACTIVATE_ON_RELEASE. +See Flags section below. + +=item editable (more than deprecated) + +This field had a special meaning for crossedit, which used parts +of the server code for editing. Wherever you see this attribute being +set in an archetype ignore it and/or remove it. No code interprets this +field anymore. + +=back + +=head3 Flags + +Here are the effects of the flags described. + +=over 4 + +=item FLAG_NO_DROP + +An object can't be picked up and dropped. + +=item FLAG_APPLIED + +This flag mostly states whether this object has been 'applied' by the player. +For objects that are applied by the code or have this flag set in the archetype +it mostly means 'this object is active'. + +For example the player adjustments of the hp/sp/grace fields and inheritance +of flags from objects in his inventory is toggled by this flag. + +=item FLAG_IS_USED_UP + +This flag controls whether an object is 'used up'. If it is set the 'food' field +of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha +it is removed. + +If also the flag FLAG_APPLIED is set, the 'duration' field controls whether +this object is removed or not, see the Force type below for the meaning +of the duration field in this context. + +If FLAG_APPLIED is not set the object is destroyed. + +=item FLAG_IS_A_TEMPLATE (internal use) + +This flag is set on the inventory of generators like CREATORs and CONVERTERs, +or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. + +=item FLAG_AUTO_APPLY + +This flag has currently only meaning for the TREASURE type, see below. + +=item FLAG_ACTIVATE_ON_PUSH + +This flag has only meaning for objects that can be linked together +with the 'connected' field and controls wether the object should +be activated when the connection is 'pushed' or it is 'released'. + +This flag is by default on. + +=item FLAG_ACTIVATE_ON_RELEASE + +This flag has only meaning for objects that can be linked together +with the 'connected' field and controls wether the object should +be activated when the connection is 'pushed' or it is 'released'. + +This flag is by default on. + =back =head2 Description of type specific attributes The beginning of the headers of the following subsection are the server internal names for the objects types, see include/define.h. -The numeric values are maybe not 100% accurate, as the code is a changing -target, please consult include/define.h in doubt :-) + +=head3 TRANSPORT - type 2 - Player transports + +This type is implemented by the transport extension and has currently no special +attributes that affect it. + +=head3 ROD - type 3 - Rods that fire spells + +Rods contain spells and can be fired by a player. + +=over 4 + +=item level + +This attribute is used for calculating the spell level that can be fired +with this rod, it's also the maximum level of the spell that can be fired. +The level of the spell that is being fired depends mostly on +the 'use magic item' skill level of the player and 1/10 of the level of the +rod is added as bonus. + +=item hp + +The amount of spellpoints this rod has left. + +=item maxhp + +The maximum amount of spellpoints this rod has. + +=item skill + +This field determines which skill you need to apply this object. + +=back + +=head3 TREASURE - type 4 - Treasures + +This type of objects are for random treasure generation in maps. +If this object is applied by a player it will replace itself with it's +inventory. If it is automatically applied +generate a treasure and replace itself with the generated treasure. + +Chests are also of this type, their treasures are generated by +the auto apply code on map instantiation. + +=over 4 + +=item hp + +The number of treasures to generate. + +=item exp + +If FLAG_AUTO_APPLY is not set the exp field has no further meaning +and the difficulty for the treasurecode only depends on the maps difficulty, +otherwise the exp field has the following meaning: + +If this field is not 0 it is passed as the difficulty +to the treasure generation code to determine how good, how much +worth a treasure is or what bonuses it is given by the treasure code. + +If this field is not set or 0 the difficulty of the map is passed to the treasure +generation code. + +=item randomitems + +The treasurelist to use to generate the treasure which is put in the +treasure objects inventory. + +=back + +=head3 POTION - type 5 - Potions for drinking and other nastynesses + +These objects contain a spell and will emit it on apply, which most +of the time has the meaning of 'drinking'. + +If no resistancy field, stat field or attacktype is set and no spell +is put in the potion by the sp field or the randomitems the +potion will become an artifact and the artifact code decides which kind +of potion will be generated. + +If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion +will yield an explosion and hurt the player. + +=over 4 + +=item Str, Dex, Con, Int, Wis, Cha, Pow + +These stat fields determine how many stat points the player gets +when he applies this potion. + +If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. + +=item sp + +If this field is set and the randomitems field is not set +the field is interpreted as spell number, please look the right +number up in common/loader.C. + +If this field is set the randomitems field will be unset by the +map loading code. + +=item attacktype + +This field has some special meaning in potions, currently the +bits for AT_DEPLETE and AT_GODPOWER control whethere this is a +restoration potion or improvement potion. +See include/attackinc.h for the bits of these types. + +If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION +will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED +set the player will be drained a random stat by inserting an ARCH_DEPLETION +into him. + +If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. +When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. + +=item resist_ + +If this stat is set and no spell is in the potion the potion +will create a force that give the player this specific resistancy. +The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) +and the potion will last 10 times longer than the default force archetype +FORCE_NAME (at the moment of this writing spell/force.arc). + +=item randomitems + +The inventory/spell of the potion will be created by calling the treasure code +with the treasurelist specified here. (I guess it's highly undefined what +happens if there is not a spell in the potions inventory). + +=item on_use_yield + +When this object is applied this object will be created. +This field is also used by FOOD and POISON. + +=item subtypes + +see include/spells.h for possible potion subtypes, there are currently 4: + +=over 4 + +=item POT_SPELL + +Unused, default behaiour of a potion. + +=item POT_DUST + +This potion can be thrown to cast the spell that it has in it's inventory, +the behaviour is not defined if there is not a spell in the inventory and the +server will log an error. + +=item POT_FIGURINE + +Unused, default behaiour of a potion. + +=item POT_BALM + +Unused, default behaiour of a potion. + +=back + +=back =head3 WEAPON - type 15 - Weapons @@ -77,7 +375,7 @@ bitfield which decides the attacktype of the damage, see include/attackinc.h -=item dam +=item dam amount of damage being done with the attacktype @@ -106,27 +404,27 @@ the weapon speed (see magic description) -=item food +=item food addition to food regeneration of the player -=item hp +=item hp addition to health regeneration -=item sp +=item sp addition to mana regeneration -=item grace +=item grace addititon to grace regeneration -=item gen_sp_armour +=item gen_sp_armour -the players gen_sp_armour field (which is per default 10) is added the amount. +the players gen_sp_armour field (which is per default 10) is added the amount. gen_sp_armour seems to be a factor with which gen_sp in do_some_living() -is multiplied: gen_sp *= 10/ +is multiplied: gen_sp *= 10/ meaning: values > 10 of gen_sp_armour limits the amout of regenerated spellpoints. @@ -138,14 +436,14 @@ the part of the body you need to use this weapon, possible values should be looked up in common/item.C at body_locations. -=item resist_ +=item resist_ this is the factor with which the difference of the players resistancy and 100% is multiplied, something like this: - additional_resistancy = (100 - current_resistanct) * (/100) + additional_resistancy = (100 - current_resistanct) * (/100) -if is negative it is added to the total vulnerabilities, +if is negative it is added to the total vulnerabilities, and later the total resistance is decided by: 'total resistance = total protections - total vulnerabilities' @@ -157,7 +455,7 @@ this field modifies the pathes the player is attuned to, see include/spells.h PATH_* for the pathes. -=item luck +=item luck this luck is added to the players luck @@ -165,10 +463,10 @@ if the weapon has a move_type set the player inherits it's move_type -=item exp +=item exp -the added_speed and bonus_speed of the player is raised by /3. -if < 0 then the added_speed is decreased by +the added_speed and bonus_speed of the player is raised by /3. +if < 0 then the added_speed is decreased by =item weight @@ -187,17 +485,162 @@ - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 (minium is 0) -=item ac +=item ac the amount of ac points the player's ac is decreased -=item wc +=item wc -the amount of wc points the player's ac is decreased +the amount of wc points the player's wc is decreased =back =head4 Player inherits following flags from weapons: - FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, - FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD + FLAG_LIFESAVE + FLAG_REFL_SPELL + FLAG_REFL_MISSILE + FLAG_STEALTH + FLAG_XRAYS + FLAG_BLIND + FLAG_SEE_IN_DARK + FLAG_UNDEAD + +=head3 CHECK_INV - type 64 - Inventory checkers + +This object checks whether the player has a specific item in his +inventory when he moves above the inventory checker. If the player has +the item (or not, which can be controlled with a flag) a connection will be triggered. + +If you set move_block you can deny players and monsters to reach the space where +the inventory checker is on, see 'move_block' description below. + +The conditions specified by hp, slaying and race are concationated with OR. +So matching one of those conditions is enough. + +=over 4 + +=item move_block + +If you set this field to block a movetype the move code will block any moves +onto the space with the inventory checker, IF the moving object doesn't have +(or has - if last_sp = 0) the item that the checker is searching for. + +=item last_sp (0|1) + +If last_sp is 1 'having' the item that is being checked for will +activate the connection or make the space with the checker non-blocking. +If last_sp is 0 'not having' the item will activate the connection +or make the space with the checker non-blocking. + +=item last_heal (0|1) + +If last_heal is 1 the matching item will be removed if the inventory checker +activates a connection and finds the item in the inventory. + +(A inventory checker that blocks a space won't remove anything from inventories) + +=item hp + +If this field is not 0 the inventory checker will search for an object +with the type id . + +=item slaying + +If this field is set the inventory checker will search for an object that +has the same string in the slaying field (for example a key string of a key). + +=item race + +If this field is set the inventory checker will search for an object which +has the archetype name that matches . + +=item connected + +This is the connection that will be activated. + +=back + +=head3 HOLE - type 94 - Holes + +Holes are holes in the ground where objects can fall through. When the hole +opens and/or is completly open all objects above it fall through (more +precisely: if their head is above the hole). + +Trapdoors can only transfer the one who falls through to other coordinates +on the B map. + +=over 4 + +=item maxsp (0|1) + +This field negates the state of the connection: When maxsp is 1 the pit will +open/close when the connection is deactivated. Otherwise it will open/close +when the connection is activated. This field only has effect when the +connection is triggered. So if you put a closed hole on a map, and the +connection is deactivated, and maxsp is 1 the hole will remain closed until the +connection was triggered once. + +=item connected + +This is the connection id, which lets the hole opening or closing when +activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control +at which connection state the object is activated. + +For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when +the connection is released. + +=item wc (internal) + +This is an internal flag. If it is greater than 0 it means that the hole is not +yet fully open. More preciesly: this field is the animation-step and if it is +set to the 'closed' step of the animation the hole is closed and if it is on +the 'open' animation step (wc = 0), the hole is open. + +=item sp + +The destination y coordinates on the same map. + +=item hp + +The destination x coordinates on the same map. + +=back + +=head3 FORCE - type 114 - Forces + +Forces are a very 'thin' type. They don't have much behaviour other than +disappearing after a time and/or affecting the player if they are in his +inventory. + +Forces only take effect on the player if they have set FLAG_APPLIED. + +Whether the duration field is processed or not a tick is controlled via the +speed and speed_left field. Look above at the generic description of these +fields. + +=over 4 + +=item duration + +While this field is greater than 0 the force/object is not destroyed. It is +decreased each tick by 1. + +If it reaches 0 the force/object is destroyed. + +This field can have this meaning for B object if that object has +FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP +what happens then. + +=back + +=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) + +This object is generated by the POTION code when the potion is a resistance +giving potion. It has mainly the same behaviour as a FORCE. + +The specialty of the potion effect is that the resistancy it gives is absolute, +so if you drin a resistancy potion of fire+60 you will get 60% resistancy to +fire. + +Multiple potion effects only give you the maximum of their resistancy.