1 |
=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION |
2 |
|
3 |
Here is all information about the object types Crossfire+ |
4 |
supports at the moment. This is not a complete documentation (yet) |
5 |
and browsing the source is still recommended to learn about |
6 |
the objects that aren't documented here. |
7 |
|
8 |
This documentation is in a sketchy state. It's mostly |
9 |
used to collect notes about the internal behaviour of the |
10 |
objects. |
11 |
|
12 |
=head2 About archetypes and objects |
13 |
|
14 |
Field denotes an attribute of an archetype. |
15 |
This is an example of an archetype: |
16 |
|
17 |
Object button_trigger |
18 |
name button |
19 |
type 30 |
20 |
face button_sma.111 |
21 |
anim |
22 |
button_sma.111 |
23 |
button_sma.112 |
24 |
mina |
25 |
is_animated 0 |
26 |
exp 30 |
27 |
no_pick 1 |
28 |
walk_on 1 |
29 |
walk_off 1 |
30 |
editable 48 |
31 |
visibility 50 |
32 |
weight 1 |
33 |
end |
34 |
|
35 |
This archetype has the name 'button_trigger' and the objects that |
36 |
inherit from this archetype have the name 'button'. |
37 |
|
38 |
The next field 'type' decides the main behaviour of this archetype. |
39 |
For a comprehensive list of types see include/define.h. For this case |
40 |
you might find a line like: |
41 |
|
42 |
#define TRIGGER_BUTTON 30 |
43 |
|
44 |
The server internally works with objects that 'inherit' attributes from |
45 |
an archetype. They have a similar set of attributes. |
46 |
|
47 |
The following documentation will also document the meaning of code internal |
48 |
attributes of objects. These attributes are marked as '(internal)' and can't |
49 |
or shouldn't be set by an archetype. If the internal names differs the |
50 |
external name (for the archetypes) for the attribute is written behind it. |
51 |
|
52 |
=head2 Description of generic archetype and object attributes |
53 |
|
54 |
These are the fields that most of the objects have and/or their |
55 |
default behaviour. |
56 |
|
57 |
=over 4 |
58 |
|
59 |
=item name <string> |
60 |
|
61 |
The name of the object. |
62 |
|
63 |
=item name_pl <string> |
64 |
|
65 |
The name of a collection of these objects (the plural of the name). |
66 |
|
67 |
=item face <facename> |
68 |
|
69 |
The graphical appearance of this object. |
70 |
|
71 |
=item invisible <number> |
72 |
|
73 |
If the <number> is greater than 0 the object is invisible. |
74 |
For players this field reflects the duration of the invisibility |
75 |
and is decreased every tick by 1. |
76 |
|
77 |
For non-player objects this field is not changed by server ticks. |
78 |
|
79 |
=item speed <number> |
80 |
|
81 |
If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
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on the active object list and will be processed each tick (see also speed_left!). |
83 |
|
84 |
If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
85 |
from the active object list and it won't experience any processing per tick. |
86 |
|
87 |
=item speed_left <number> |
88 |
|
89 |
If this field is greater than 0 and the object is on the |
90 |
active list (mostly means it's speed is also greater than 0): |
91 |
|
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- speed_left is decreased by 1 |
93 |
- and this object is processed and experiences a server tick. |
94 |
|
95 |
If the object is on the active list and speed_left is lower or |
96 |
equal to 0 the absolute value of the speed field is added to speed_left |
97 |
on the end of the tick. |
98 |
|
99 |
=item no_drop (0|1) |
100 |
|
101 |
Sets the flag FLAG_NO_DROP. |
102 |
See Flags section below. |
103 |
|
104 |
=item applied (0|1) |
105 |
|
106 |
Sets the flag FLAG_APPLIED. |
107 |
See Flags section below. |
108 |
|
109 |
=item is_used_up (0|1) |
110 |
|
111 |
Sets the flag FLAG_IS_USED_UP. |
112 |
See Flags section below. |
113 |
|
114 |
=item auto_apply (0|1) |
115 |
|
116 |
Sets the flag FLAG_AUTO_APPLY. |
117 |
See Flags section below. |
118 |
|
119 |
=item activate_on_push (0|1) (default: 1) |
120 |
|
121 |
Sets the flag FLAG_ACTIVATE_ON_PUSH. |
122 |
See Flags section below. |
123 |
|
124 |
=item activate_on_release (0|1) (default: 1) |
125 |
|
126 |
Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
127 |
See Flags section below. |
128 |
|
129 |
=item editable (more than deprecated) |
130 |
|
131 |
This field had a special meaning for crossedit, which used parts |
132 |
of the server code for editing. Wherever you see this attribute being |
133 |
set in an archetype ignore it and/or remove it. No code interprets this |
134 |
field anymore. |
135 |
|
136 |
=back |
137 |
|
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=head3 Flags |
139 |
|
140 |
Here are the effects of the flags described. |
141 |
|
142 |
=over 4 |
143 |
|
144 |
=item FLAG_NO_DROP |
145 |
|
146 |
An object can't be picked up and dropped. |
147 |
|
148 |
=item FLAG_APPLIED |
149 |
|
150 |
This flag mostly states whether this object has been 'applied' by the player. |
151 |
For objects that are applied by the code or have this flag set in the archetype |
152 |
it mostly means 'this object is active'. |
153 |
|
154 |
For example the player adjustments of the hp/sp/grace fields and inheritance |
155 |
of flags from objects in his inventory is toggled by this flag. |
156 |
|
157 |
=item FLAG_IS_USED_UP |
158 |
|
159 |
This flag controls whether an object is 'used up'. If it is set the 'food' field |
160 |
of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
161 |
it is removed. |
162 |
|
163 |
If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
164 |
this object is removed or not, see the Force type below for the meaning |
165 |
of the duration field in this context. |
166 |
|
167 |
If FLAG_APPLIED is not set the object is destroyed. |
168 |
|
169 |
=item FLAG_IS_A_TEMPLATE (internal use) |
170 |
|
171 |
This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
172 |
or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
173 |
|
174 |
=item FLAG_AUTO_APPLY |
175 |
|
176 |
This flag has currently only meaning for the TREASURE type, see below. |
177 |
|
178 |
=item FLAG_ACTIVATE_ON_PUSH |
179 |
|
180 |
This flag has only meaning for objects that can be linked together |
181 |
with the 'connected' field and controls wether the object should |
182 |
be activated when the connection is 'pushed' or it is 'released'. |
183 |
|
184 |
This flag is by default on. |
185 |
|
186 |
=item FLAG_ACTIVATE_ON_RELEASE |
187 |
|
188 |
This flag has only meaning for objects that can be linked together |
189 |
with the 'connected' field and controls wether the object should |
190 |
be activated when the connection is 'pushed' or it is 'released'. |
191 |
|
192 |
This flag is by default on. |
193 |
|
194 |
=back |
195 |
|
196 |
=head2 Description of type specific attributes |
197 |
|
198 |
The beginning of the headers of the following subsection |
199 |
are the server internal names for the objects types, see include/define.h. |
200 |
|
201 |
=head3 TRANSPORT - type 2 - Player transports |
202 |
|
203 |
This type is implemented by the transport extension and has currently no special |
204 |
attributes that affect it. |
205 |
|
206 |
=head3 ROD - type 3 - Rods that fire spells |
207 |
|
208 |
Rods contain spells and can be fired by a player. |
209 |
|
210 |
=over 4 |
211 |
|
212 |
=item level <number> |
213 |
|
214 |
This attribute is used for calculating the spell level that can be fired |
215 |
with this rod, it's also the maximum level of the spell that can be fired. |
216 |
The level of the spell that is being fired depends mostly on |
217 |
the 'use magic item' skill level of the player and 1/10 of the level of the |
218 |
rod is added as bonus. |
219 |
|
220 |
=item hp <number> |
221 |
|
222 |
The amount of spellpoints this rod has left. |
223 |
|
224 |
=item maxhp <number> |
225 |
|
226 |
The maximum amount of spellpoints this rod has. |
227 |
|
228 |
=item skill <skill name> |
229 |
|
230 |
This field determines which skill you need to apply this object. |
231 |
|
232 |
=back |
233 |
|
234 |
=head3 TREASURE - type 4 - Treasures |
235 |
|
236 |
This type of objects are for random treasure generation in maps. |
237 |
If this object is applied by a player it will replace itself with it's |
238 |
inventory. If it is automatically applied |
239 |
generate a treasure and replace itself with the generated treasure. |
240 |
|
241 |
Chests are also of this type, their treasures are generated by |
242 |
the auto apply code on map instantiation. |
243 |
|
244 |
=over 4 |
245 |
|
246 |
=item hp <number> |
247 |
|
248 |
The number of treasures to generate. |
249 |
|
250 |
=item exp <level> |
251 |
|
252 |
If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
253 |
and the difficulty for the treasurecode only depends on the maps difficulty, |
254 |
otherwise the exp field has the following meaning: |
255 |
|
256 |
If this field is not 0 it is passed as the difficulty |
257 |
to the treasure generation code to determine how good, how much |
258 |
worth a treasure is or what bonuses it is given by the treasure code. |
259 |
|
260 |
If this field is not set or 0 the difficulty of the map is passed to the treasure |
261 |
generation code. |
262 |
|
263 |
=item randomitems <treasurelist> |
264 |
|
265 |
The treasurelist to use to generate the treasure which is put in the |
266 |
treasure objects inventory. |
267 |
|
268 |
=back |
269 |
|
270 |
=head3 POTION - type 5 - Potions for drinking and other nastynesses |
271 |
|
272 |
These objects contain a spell and will emit it on apply, which most |
273 |
of the time has the meaning of 'drinking'. |
274 |
|
275 |
If no resistancy field, stat field or attacktype is set and no spell |
276 |
is put in the potion by the sp field or the randomitems the |
277 |
potion will become an artifact and the artifact code decides which kind |
278 |
of potion will be generated. |
279 |
|
280 |
If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
281 |
will yield an explosion and hurt the player. |
282 |
|
283 |
=over 4 |
284 |
|
285 |
=item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
286 |
|
287 |
These stat fields determine how many stat points the player gets |
288 |
when he applies this potion. |
289 |
|
290 |
If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
291 |
|
292 |
=item sp <number> |
293 |
|
294 |
If this field is set and the randomitems field is not set |
295 |
the field is interpreted as spell number, please look the right |
296 |
number up in common/loader.C. |
297 |
|
298 |
If this field is set the randomitems field will be unset by the |
299 |
map loading code. |
300 |
|
301 |
=item attacktype <attacktype> |
302 |
|
303 |
This field has some special meaning in potions, currently the |
304 |
bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
305 |
restoration potion or improvement potion. |
306 |
See include/attackinc.h for the bits of these types. |
307 |
|
308 |
If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
309 |
will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
310 |
set the player will be drained a random stat by inserting an ARCH_DEPLETION |
311 |
into him. |
312 |
|
313 |
If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
314 |
When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
315 |
|
316 |
=item resist_<resistancy> <number> |
317 |
|
318 |
If this stat is set and no spell is in the potion the potion |
319 |
will create a force that give the player this specific resistancy. |
320 |
The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
321 |
and the potion will last 10 times longer than the default force archetype |
322 |
FORCE_NAME (at the moment of this writing spell/force.arc). |
323 |
|
324 |
=item randomitems <treasurelist> |
325 |
|
326 |
The inventory/spell of the potion will be created by calling the treasure code |
327 |
with the treasurelist specified here. (I guess it's highly undefined what |
328 |
happens if there is not a spell in the potions inventory). |
329 |
|
330 |
=item on_use_yield <archetype> |
331 |
|
332 |
When this object is applied this object will be created. |
333 |
This field is also used by FOOD and POISON. |
334 |
|
335 |
=item subtypes <potion subtype> |
336 |
|
337 |
see include/spells.h for possible potion subtypes, there are currently 4: |
338 |
|
339 |
=over 4 |
340 |
|
341 |
=item POT_SPELL |
342 |
|
343 |
Unused, default behaiour of a potion. |
344 |
|
345 |
=item POT_DUST |
346 |
|
347 |
This potion can be thrown to cast the spell that it has in it's inventory, |
348 |
the behaviour is not defined if there is not a spell in the inventory and the |
349 |
server will log an error. |
350 |
|
351 |
=item POT_FIGURINE |
352 |
|
353 |
Unused, default behaiour of a potion. |
354 |
|
355 |
=item POT_BALM |
356 |
|
357 |
Unused, default behaiour of a potion. |
358 |
|
359 |
=back |
360 |
|
361 |
=back |
362 |
|
363 |
=head3 WEAPON - type 15 - Weapons |
364 |
|
365 |
This type is for general hack and slash weapons like swords, maces |
366 |
and daggers and and .... |
367 |
|
368 |
=over 4 |
369 |
|
370 |
=item weapontype <type id> |
371 |
|
372 |
decides what attackmessages are generated, see include/define.h |
373 |
|
374 |
=item attacktype <bitmask> |
375 |
|
376 |
bitfield which decides the attacktype of the damage, see include/attackinc.h |
377 |
|
378 |
=item dam <number> |
379 |
|
380 |
amount of damage being done with the attacktype |
381 |
|
382 |
=item item_power <level> |
383 |
|
384 |
the itempower of this weapon. |
385 |
|
386 |
=item name |
387 |
|
388 |
the name of the weapon. |
389 |
|
390 |
=item level (internal) |
391 |
|
392 |
The improvement state of the weapon. |
393 |
If this field is greater than 0 the 'name' field starts with the |
394 |
characters name who improved this weapon. |
395 |
|
396 |
=item last_eat (internal) |
397 |
|
398 |
seems to be the amount of improvements of a weapon, |
399 |
the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
400 |
|
401 |
((who->level / 5) + 5) >= op->last_eat |
402 |
|
403 |
=item last_sp |
404 |
|
405 |
the weapon speed (see magic description) |
406 |
|
407 |
=item food <number> |
408 |
|
409 |
addition to food regeneration of the player |
410 |
|
411 |
=item hp <number> |
412 |
|
413 |
addition to health regeneration |
414 |
|
415 |
=item sp <number> |
416 |
|
417 |
addition to mana regeneration |
418 |
|
419 |
=item grace <number> |
420 |
|
421 |
addititon to grace regeneration |
422 |
|
423 |
=item gen_sp_armour <number> |
424 |
|
425 |
the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
426 |
gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
427 |
is multiplied: gen_sp *= 10/<number> |
428 |
meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
429 |
spellpoints. |
430 |
|
431 |
generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
432 |
sp regeneration. |
433 |
|
434 |
=item body_<body slot/part> |
435 |
|
436 |
the part of the body you need to use this weapon, possible values should be |
437 |
looked up in common/item.C at body_locations. |
438 |
|
439 |
=item resist_<resistnacy> <number> |
440 |
|
441 |
this is the factor with which the difference of the players resistancy and 100% |
442 |
is multiplied, something like this: |
443 |
|
444 |
additional_resistancy = (100 - current_resistanct) * (<number>/100) |
445 |
|
446 |
if <number> is negative it is added to the total vulnerabilities, |
447 |
and later the total resistance is decided by: |
448 |
|
449 |
'total resistance = total protections - total vulnerabilities' |
450 |
|
451 |
see also common/living.C:fix_player |
452 |
|
453 |
=item patch_(attuned|repelled|denied) |
454 |
|
455 |
this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
456 |
for the pathes. |
457 |
|
458 |
=item luck <number> |
459 |
|
460 |
this luck is added to the players luck |
461 |
|
462 |
=item move_type |
463 |
|
464 |
if the weapon has a move_type set the player inherits it's move_type |
465 |
|
466 |
=item exp <number> |
467 |
|
468 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
469 |
if <number> < 0 then the added_speed is decreased by <number> |
470 |
|
471 |
=item weight |
472 |
|
473 |
the weight of the weapon |
474 |
|
475 |
=item magic |
476 |
|
477 |
the magic field affects the amounts of the following fields: |
478 |
|
479 |
- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
480 |
|
481 |
- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
482 |
|
483 |
- dam: the players dam is adjusted by: player->dam += (dam + magic) |
484 |
|
485 |
- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
486 |
(minium is 0) |
487 |
|
488 |
=item ac <number> |
489 |
|
490 |
the amount of ac points the player's ac is decreased |
491 |
|
492 |
=item wc <number> |
493 |
|
494 |
the amount of wc points the player's wc is decreased |
495 |
|
496 |
=back |
497 |
|
498 |
=head4 Player inherits following flags from weapons: |
499 |
|
500 |
FLAG_LIFESAVE |
501 |
FLAG_REFL_SPELL |
502 |
FLAG_REFL_MISSILE |
503 |
FLAG_STEALTH |
504 |
FLAG_XRAYS |
505 |
FLAG_BLIND |
506 |
FLAG_SEE_IN_DARK |
507 |
FLAG_UNDEAD |
508 |
|
509 |
=head3 CHECK_INV - type 64 - Inventory checkers |
510 |
|
511 |
This object checks whether the player has a specific item in his |
512 |
inventory when he moves above the inventory checker. If the player has |
513 |
the item (or not, which can be controlled with a flag) a connection will be triggered. |
514 |
|
515 |
If you set move_block you can deny players and monsters to reach the space where |
516 |
the inventory checker is on, see 'move_block' description below. |
517 |
|
518 |
The conditions specified by hp, slaying and race are concationated with OR. |
519 |
So matching one of those conditions is enough. |
520 |
|
521 |
=over 4 |
522 |
|
523 |
=item move_block <move type bitmask> |
524 |
|
525 |
If you set this field to block a movetype the move code will block any moves |
526 |
onto the space with the inventory checker, IF the moving object doesn't have |
527 |
(or has - if last_sp = 0) the item that the checker is searching for. |
528 |
|
529 |
=item last_sp (0|1) |
530 |
|
531 |
If last_sp is 1 'having' the item that is being checked for will |
532 |
activate the connection or make the space with the checker non-blocking. |
533 |
If last_sp is 0 'not having' the item will activate the connection |
534 |
or make the space with the checker non-blocking. |
535 |
|
536 |
=item last_heal (0|1) |
537 |
|
538 |
If last_heal is 1 the matching item will be removed if the inventory checker |
539 |
activates a connection and finds the item in the inventory. |
540 |
|
541 |
(A inventory checker that blocks a space won't remove anything from inventories) |
542 |
|
543 |
=item hp <number> |
544 |
|
545 |
If this field is not 0 the inventory checker will search for an object |
546 |
with the type id <number>. |
547 |
|
548 |
=item slaying <string> |
549 |
|
550 |
If this field is set the inventory checker will search for an object that |
551 |
has the same string in the slaying field (for example a key string of a key). |
552 |
|
553 |
=item race <string> |
554 |
|
555 |
If this field is set the inventory checker will search for an object which |
556 |
has the archetype name that matches <string>. |
557 |
|
558 |
=item connected <connection id> |
559 |
|
560 |
This is the connection that will be activated. |
561 |
|
562 |
=back |
563 |
|
564 |
=head3 HOLE - type 94 - Holes |
565 |
|
566 |
Holes are holes in the ground where objects can fall through. When the hole |
567 |
opens and/or is completly open all objects above it fall through (more |
568 |
precisely: if their head is above the hole). |
569 |
|
570 |
Trapdoors can only transfer the one who falls through to other coordinates |
571 |
on the B<same> map. |
572 |
|
573 |
=over 4 |
574 |
|
575 |
=item maxsp (0|1) |
576 |
|
577 |
This field negates the state of the connection: When maxsp is 1 the pit will |
578 |
open/close when the connection is deactivated. Otherwise it will open/close |
579 |
when the connection is activated. This field only has effect when the |
580 |
connection is triggered. So if you put a closed hole on a map, and the |
581 |
connection is deactivated, and maxsp is 1 the hole will remain closed until the |
582 |
connection was triggered once. |
583 |
|
584 |
=item connected <connection id> |
585 |
|
586 |
This is the connection id, which lets the hole opening or closing when |
587 |
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
588 |
at which connection state the object is activated. |
589 |
|
590 |
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
591 |
the connection is released. |
592 |
|
593 |
=item wc <number> (internal) |
594 |
|
595 |
This is an internal flag. If it is greater than 0 it means that the hole is not |
596 |
yet fully open. More preciesly: this field is the animation-step and if it is |
597 |
set to the 'closed' step of the animation the hole is closed and if it is on |
598 |
the 'open' animation step (wc = 0), the hole is open. |
599 |
|
600 |
=item sp <number> |
601 |
|
602 |
The destination y coordinates on the same map. |
603 |
|
604 |
=item hp <number> |
605 |
|
606 |
The destination x coordinates on the same map. |
607 |
|
608 |
=back |
609 |
|
610 |
=head3 FORCE - type 114 - Forces |
611 |
|
612 |
Forces are a very 'thin' type. They don't have much behaviour other than |
613 |
disappearing after a time and/or affecting the player if they are in his |
614 |
inventory. |
615 |
|
616 |
Forces only take effect on the player if they have set FLAG_APPLIED. |
617 |
|
618 |
Whether the duration field is processed or not a tick is controlled via the |
619 |
speed and speed_left field. Look above at the generic description of these |
620 |
fields. |
621 |
|
622 |
=over 4 |
623 |
|
624 |
=item duration |
625 |
|
626 |
While this field is greater than 0 the force/object is not destroyed. It is |
627 |
decreased each tick by 1. |
628 |
|
629 |
If it reaches 0 the force/object is destroyed. |
630 |
|
631 |
This field can have this meaning for B<any> object if that object has |
632 |
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
633 |
what happens then. |
634 |
|
635 |
=back |
636 |
|
637 |
=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
638 |
|
639 |
This object is generated by the POTION code when the potion is a resistance |
640 |
giving potion. It has mainly the same behaviour as a FORCE. |
641 |
|
642 |
The specialty of the potion effect is that the resistancy it gives is absolute, |
643 |
so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
644 |
fire. |
645 |
|
646 |
Multiple potion effects only give you the maximum of their resistancy. |