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Revision 1.28 by root, Sun Oct 5 14:16:13 2008 UTC vs.
Revision 1.36 by root, Fri Mar 26 20:30:32 2010 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> <float>
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!).
122 123
123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
124from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
125 126
127Negative speed settings in archetypes and files cause a speed_left
128randomisation on load or instantiatian, but for calculations, the absolute
129value is used always.
130
126=item I<speed_left> <number> 131=item I<speed_left> <float>
127 132
128If this field is greater than 0 and the object is on the 133If this field is greater than 0 and the object is on the
129active list (mostly means it's speed is also greater than 0): 134active list (mostly means it's speed is also greater than 0):
130 135
131 - speed_left is decreased by 1 136 - speed_left is decreased by 1
137 142
138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED) 143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
139the more seldom the object is processed. And the higher I<speed> is 144the more seldom the object is processed. And the higher I<speed> is
140the more often the object is processed. 145the more often the object is processed.
141 146
142=item I<connected> <number> 147=item I<connected> <identifier>
143 148
144When this field is set the object will be linked to a connection with the 149When this field is set the object will be linked to a connection with the
145id <number>. What happens when the connection is 'activated' depends on the 150same <identifier>. What happens when the connection is 'activated' depends on the
146type of the object. 151type of the object.
147 152
148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 153FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149when to activate the object, see description of these below for further details. 154when to activate the object, see description of these below for further details.
150 155
263will be generated. 268will be generated.
264 269
265After the new object is created the I<hp> field from the old object is copied into 270After the new object is created the I<hp> field from the old object is copied into
266the new one. 271the new one.
267 272
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) 273=item FLAG_IS_A_TEMPLATE (internal use)
272 274
273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s, 275This 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. 276or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
275 277
330=item FLAG_IS_LIGHTABLE 332=item FLAG_IS_LIGHTABLE
331 333
332This flag indicates whether a B<LIGHTER> can light this object. See also the 334This 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 335description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object. 336partially on the material of the object.
337
338=item FLAG_MONSTER
339
340Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
341change their meaning, including:
342
343=over 4
344
345=item I<wis>
346
347Governs the "wake-up radius" - the radius within a monster detects an enemy.
348
349Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
350will partake in basic smell finding. 10 and up additionally spreads smell
351knowledge, and 15 and up additionally will try to perturb the path as to
352find shortcuts.
353
354=back
335 355
336=back 356=back
337 357
338=head2 Description of type specific fields and behaviour 358=head2 Description of type specific fields and behaviour
339 359
446This field has some special meaning in potions, currently the 466This field has some special meaning in potions, currently the
447bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 467bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
448restoration potion or improvement potion. 468restoration potion or improvement potion.
449See include/attackinc.h for the bits of these types. 469See include/attackinc.h for the bits of these types.
450 470
451If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION 471If 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 472will 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 473set the player will be drained a random stat by inserting an "depletion"
454into him. 474into him.
455 475
456If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 476If 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. 477When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
458 478
500 520
501=back 521=back
502 522
503=back 523=back
504 524
505=head3 B<FOOD> - type 6 - Eatable stuff 525=head3 B<FOOD> - type 6 - Edible stuff
506 526
507This is for objects that are representing general eatables like 527This is for objects that are representing general eatables like
508beef or bread. 528beef or bread.
509 529
510The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they 530The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
731The minimum I<speed> of an arrow is 1.0. 751The minimum I<speed> of an arrow is 1.0.
732 752
733While flying the arrows I<speed> is decreased by 0.05 each time it's moved. 753While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
734 754
735If the I<speed> is above 10.0 it goes straight through the creature it hits and 755If the I<speed> is above 10.0 it goes straight through the creature it hits and
736it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is 756its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
737stopped and either sticked into the victim (see I<weight> field description) or 757stopped and either stuck into the victim (see I<weight> field description) or
738put on it's map square (if it didn't break, see description of the I<food> field). 758put on its map square (if it didn't break, see description of the I<food> field).
739 759
740=item I<weight> <number> 760=item I<weight> <number>
741 761
742This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) 762This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
743the arrow will stick in the victim it hits. Otherwise it will fall to the ground. 763the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
955=item I<hp> <number> 975=item I<hp> <number>
956 976
957If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 977If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
958be used. 978be used.
959 979
960=item I<speed> <number> 980=item I<speed> <float>
961 981
962If I<speed> is set the creator will create an object periodically, 982If I<speed> is set the creator will create an object periodically,
963see I<speed> and I<speed_left> fields in the general object field description 983see I<speed> and I<speed_left> fields in the general object field description
964for more details. 984for more details.
965 985
970=item I<other_arch> <string> 990=item I<other_arch> <string>
971 991
972If the inventory of the creator is empty new objects will be derived from the 992If the inventory of the creator is empty new objects will be derived from the
973archetype named by <string>. 993archetype named by <string>.
974 994
975=item I<connected> <number> 995=item I<connected> <identifier>
976 996
977See generic object field description. 997See generic object field description.
998
999=back
1000
1001=head3 B<SKILL> - type 43 - Skills
1002
1003This type is basically for representing skills in the game.
1004
1005=over 4
1006
1007=item I<subtype> <skill number>
1008
1009=item I<weapontype> <type of tool>
1010
1011The type of weapon or ranged item compatible with this skill (For ranged
1012and combat attacks).
1013
1014=item I<skill> <string>
1015
1016The skill identifier used by other items, usually the skill name
1017
1018=item I<level> <percentage>
1019
1020not used?
1021
1022=item I<exp> <number>
1023
1024Base amount of experience in a skill, for skills not starting at zero.
1025
1026=item I<expmul> <float>
1027
1028Experience is multiplied by this factor.
978 1029
979=back 1030=back
980 1031
981=head3 B<DRINK> - type 54 - Drinkable stuff 1032=head3 B<DRINK> - type 54 - Drinkable stuff
982 1033
1029=item I<race> <string> 1080=item I<race> <string>
1030 1081
1031If this field is set the inventory checker will search for an object which 1082If this field is set the inventory checker will search for an object which
1032has the archetype name that matches <string>. 1083has the archetype name that matches <string>.
1033 1084
1034=item I<connected> <connection id> 1085=item I<connected> <identifier>
1035 1086
1036This is the connection that will be activated. The connection is 1087This is the connection that will be activated. The connection is
1037'pushed' when someone enters the space with the inventory checker, 1088'pushed' when someone enters the space with the inventory checker,
1038and it is 'released' when he leaves it. 1089and it is 'released' when he leaves it.
1039 1090
1040See also the description of the I<connected> field in the generic object field 1091See also the description of the I<connected> field in the generic object
1041section. 1092field section.
1042 1093
1043=back 1094=back
1044 1095
1045=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters 1096=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1046 1097
1064 1115
1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects 1116=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1066 1117
1067A type for any object that has no special behaviour. 1118A type for any object that has no special behaviour.
1068 1119
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 1120=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1122 1121
1123This type of objects multiplies objects that are above it when it is activated. 1122This type of objects multiplies objects that are above it when it is activated.
1124You can even multiply by 0, which will destroy the object. 1123You can even multiply by 0, which will destroy the object.
1125 1124
1131 1130
1132=item I<other_arch> <string> 1131=item I<other_arch> <string>
1133 1132
1134The archetype name of the objects that should be multiplied. 1133The archetype name of the objects that should be multiplied.
1135 1134
1136=item I<connected> <number> 1135=item I<connected> <identifier>
1137 1136
1138See generic object field description. 1137See generic object field description.
1139 1138
1140=back 1139=back
1141 1140
1159when the connection is activated. This field only has effect when the 1158when the connection is activated. This field only has effect when the
1160connection is triggered. So if you put a closed hole on a map, and the 1159connection is triggered. So if you put a closed hole on a map, and the
1161connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the 1160connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1162connection was triggered once. 1161connection was triggered once.
1163 1162
1164=item I<connected> <connection id> 1163=item I<connected> <identifier>
1165 1164
1166This is the connection id, which lets the hole opening or closing when 1165This is the connection id, which lets the hole opening or closing when
1167activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1166activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1168at which connection state the object is activated. 1167at which connection state the object is activated.
1169 1168

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