ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/pod/objects.pod
Revision: 1.8
Committed: Tue Dec 19 22:21:15 2006 UTC (17 years, 5 months ago) by elmex
Branch: MAIN
Changes since 1.7: +80 -1 lines
Log Message:
further documentation, this time: POISON and POISONING and FLAG_NO_STEAL

File Contents

# Content
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
82 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
92 - 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 This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED)
100 the more seldom the object is processed. And the higher the speed field is
101 the more often the object is processed.
102
103 =item no_drop (0|1)
104
105 Sets the flag FLAG_NO_DROP.
106 See Flags section below.
107
108 =item applied (0|1)
109
110 Sets the flag FLAG_APPLIED.
111 See Flags section below.
112
113 =item is_used_up (0|1)
114
115 Sets the flag FLAG_IS_USED_UP.
116 See Flags section below.
117
118 =item auto_apply (0|1)
119
120 Sets the flag FLAG_AUTO_APPLY.
121 See Flags section below.
122
123 =item no_steal (0|1)
124
125 Sets the flag FLAG_NO_STEAL.
126 See Flags section below.
127
128 =item activate_on_push (0|1) (default: 1)
129
130 Sets the flag FLAG_ACTIVATE_ON_PUSH.
131 See Flags section below.
132
133 =item activate_on_release (0|1) (default: 1)
134
135 Sets the flag FLAG_ACTIVATE_ON_RELEASE.
136 See Flags section below.
137
138 =item editable (more than deprecated)
139
140 This field had a special meaning for crossedit, which used parts
141 of the server code for editing. Wherever you see this attribute being
142 set in an archetype ignore it and/or remove it. No code interprets this
143 field anymore.
144
145 =back
146
147 =head3 Flags
148
149 Here are the effects of the flags described.
150
151 =over 4
152
153 =item FLAG_NO_DROP
154
155 An object can't be picked up and dropped.
156
157 =item FLAG_APPLIED
158
159 This flag mostly states whether this object has been 'applied' by the player.
160 For objects that are applied by the code or have this flag set in the archetype
161 it mostly means 'this object is active'.
162
163 For example the player adjustments of the hp/sp/grace fields and inheritance
164 of flags from objects in his inventory is toggled by this flag.
165
166 =item FLAG_IS_USED_UP
167
168 This flag controls whether an object is 'used up'. If it is set the 'food' field
169 of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
170 it is removed.
171
172 If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
173 this object is removed or not, see the Force type below for the meaning
174 of the duration field in this context.
175
176 If FLAG_APPLIED is not set the object is destroyed.
177
178 =item FLAG_IS_A_TEMPLATE (internal use)
179
180 This flag is set on the inventory of generators like CREATORs and CONVERTERs,
181 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
182
183 =item FLAG_AUTO_APPLY
184
185 This flag has currently only meaning for the TREASURE type, see below.
186
187 =item FLAG_ACTIVATE_ON_PUSH
188
189 This flag has only meaning for objects that can be linked together
190 with the 'connected' field and controls wether the object should
191 be activated when the connection is 'pushed' or it is 'released'.
192
193 This flag is by default on.
194
195 =item FLAG_ACTIVATE_ON_RELEASE
196
197 This flag has only meaning for objects that can be linked together
198 with the 'connected' field and controls wether the object should
199 be activated when the connection is 'pushed' or it is 'released'.
200
201 This flag is by default on.
202
203 =item FLAG_NO_STEAL
204
205 When this flag is set this object can't be stolen. The flag will be
206 resetted once the object is placed on a map.
207
208 When this flag is set on a monster it can defent attempts of stealing
209 (but in this context the flag is only used internally).
210
211 =back
212
213 =head2 Description of type specific attributes
214
215 The beginning of the headers of the following subsection
216 are the server internal names for the objects types, see include/define.h.
217
218 =head3 TRANSPORT - type 2 - Player transports
219
220 This type is implemented by the transport extension and has currently no special
221 attributes that affect it.
222
223 =head3 ROD - type 3 - Rods that fire spells
224
225 Rods contain spells and can be fired by a player.
226
227 =over 4
228
229 =item level <number>
230
231 This attribute is used for calculating the spell level that can be fired
232 with this rod, it's also the maximum level of the spell that can be fired.
233 The level of the spell that is being fired depends mostly on
234 the 'use magic item' skill level of the player and 1/10 of the level of the
235 rod is added as bonus.
236
237 =item hp <number>
238
239 The amount of spellpoints this rod has left.
240
241 =item maxhp <number>
242
243 The maximum amount of spellpoints this rod has.
244
245 =item skill <skill name>
246
247 This field determines which skill you need to apply this object.
248
249 =back
250
251 =head3 TREASURE - type 4 - Treasures
252
253 This type of objects are for random treasure generation in maps.
254 If this object is applied by a player it will replace itself with it's
255 inventory. If it is automatically applied
256 generate a treasure and replace itself with the generated treasure.
257
258 Chests are also of this type, their treasures are generated by
259 the auto apply code on map instantiation.
260
261 =over 4
262
263 =item hp <number>
264
265 The number of treasures to generate.
266
267 =item exp <level>
268
269 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
270 and the difficulty for the treasurecode only depends on the maps difficulty,
271 otherwise the exp field has the following meaning:
272
273 If this field is not 0 it is passed as the difficulty
274 to the treasure generation code to determine how good, how much
275 worth a treasure is or what bonuses it is given by the treasure code.
276
277 If this field is not set or 0 the difficulty of the map is passed to the treasure
278 generation code.
279
280 =item randomitems <treasurelist>
281
282 The treasurelist to use to generate the treasure which is put in the
283 treasure objects inventory.
284
285 =back
286
287 =head3 POTION - type 5 - Potions for drinking and other nastynesses
288
289 These objects contain a spell and will emit it on apply, which most
290 of the time has the meaning of 'drinking'.
291
292 If no resistancy field, stat field or attacktype is set and no spell
293 is put in the potion by the sp field or the randomitems the
294 potion will become an artifact and the artifact code decides which kind
295 of potion will be generated.
296
297 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
298 will yield an explosion and hurt the player.
299
300 =over 4
301
302 =item Str, Dex, Con, Int, Wis, Cha, Pow <number>
303
304 These stat fields determine how many stat points the player gets
305 when he applies this potion.
306
307 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
308
309 =item sp <number>
310
311 If this field is set and the randomitems field is not set
312 the field is interpreted as spell number, please look the right
313 number up in common/loader.C.
314
315 If this field is set the randomitems field will be unset by the
316 map loading code.
317
318 =item attacktype <attacktype>
319
320 This field has some special meaning in potions, currently the
321 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
322 restoration potion or improvement potion.
323 See include/attackinc.h for the bits of these types.
324
325 If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
326 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
327 set the player will be drained a random stat by inserting an ARCH_DEPLETION
328 into him.
329
330 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
331 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
332
333 =item resist_<resistancy> <number>
334
335 If this stat is set and no spell is in the potion the potion
336 will create a force that give the player this specific resistancy.
337 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
338 and the potion will last 10 times longer than the default force archetype
339 FORCE_NAME (at the moment of this writing spell/force.arc).
340
341 =item randomitems <treasurelist>
342
343 The inventory/spell of the potion will be created by calling the treasure code
344 with the treasurelist specified here. (I guess it's highly undefined what
345 happens if there is not a spell in the potions inventory).
346
347 =item on_use_yield <archetype>
348
349 When this object is applied an instance of <archetype> will be created.
350
351 =item subtypes <potion subtype>
352
353 see include/spells.h for possible potion subtypes, there are currently 4:
354
355 =over 4
356
357 =item POT_SPELL
358
359 Unused, default behaiour of a potion.
360
361 =item POT_DUST
362
363 This potion can be thrown to cast the spell that it has in it's inventory,
364 the behaviour is not defined if there is not a spell in the inventory and the
365 server will log an error.
366
367 =item POT_FIGURINE
368
369 Unused, default behaiour of a potion.
370
371 =item POT_BALM
372
373 Unused, default behaiour of a potion.
374
375 =back
376
377 =back
378
379 =head3 FOOD - type 6 - Eatable stuff
380
381 This is for objects that are representing general eatables like
382 beef or bread.
383
384 The main difference between FOOD, FLESH and DRINK is that they
385 give different messages.
386
387 The specialty of FLESH is that it inherits the resistancies of the
388 monsters it was generated in and will let dragons raise their resistancies
389 with that. If the monster has the POISON attacktype the FLESH
390 will change into POISON.
391
392 If a player runs low on food he will grab for FOOD, DRINK and POISON
393 and if he doesn't find any of that he will start eating FLESH.
394
395 =over 4
396
397 =item title <string>
398
399 If the food has a title or is cursed it is considered 'special', which means that the
400 fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
401 are interpreted and have further effects on the player.
402
403 The higher the food field is the longer the improvement of the player lasts
404 (except for hp and sp).
405
406 =item food <number>
407
408 This is the amount of food points the player gets when he eats this.
409
410 =item on_use_yield <archetype>
411
412 When this object is applied an instance of <archetype> will be created.
413
414 =back
415
416 =head3 POISON - type 7 - Poisonous stuff
417
418 This type is for objects that can poison the player when drinking.
419 When applied it will hit the attacked with AT_POISON and will create
420 a POISONING object in the one who was hit.
421
422 =over 4
423
424 =item level <number>
425
426 This field affects the propability of poisoning. The higher the level difference
427 between the one who is hit and the poision the mose propable it is the attacked
428 one will be poisoned.
429
430 =item slaying <race>
431
432 On poison this field has the usual meaning of 'slaying', when the
433 ones race matches the slaying field the damage done by the poison
434 is multiplied by 3.
435
436 =item hp <number>
437
438 This is the amount of damage the player will receive from applying this. The
439 attacktype AT_POISON will be used to hit the player and the damage will
440 determine the strenght, duration and depletion of stats of the poisoning. The
441 created POISONING object which is being placed in the one who was attacked will
442 get the damage from this field (which is maybe adjusted by slaying or the
443 resistancies).
444
445 =item food <number>
446
447 1/4 of <number> will be drained from the players food.
448
449 =item on_use_yield <archetype>
450
451 When this object is applied an instance of <archetype> will be created.
452
453 =back
454
455 =head3 WEAPON - type 15 - Weapons
456
457 This type is for general hack and slash weapons like swords, maces
458 and daggers and and ....
459
460 =over 4
461
462 =item weapontype <type id>
463
464 decides what attackmessages are generated, see include/define.h
465
466 =item attacktype <bitmask>
467
468 bitfield which decides the attacktype of the damage, see include/attackinc.h
469
470 =item dam <number>
471
472 amount of damage being done with the attacktype
473
474 =item item_power <level>
475
476 the itempower of this weapon.
477
478 =item name
479
480 the name of the weapon.
481
482 =item level (internal)
483
484 The improvement state of the weapon.
485 If this field is greater than 0 the 'name' field starts with the
486 characters name who improved this weapon.
487
488 =item last_eat (internal)
489
490 seems to be the amount of improvements of a weapon,
491 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
492
493 ((who->level / 5) + 5) >= op->last_eat
494
495 =item last_sp
496
497 the weapon speed (see magic description)
498
499 =item food <number>
500
501 addition to food regeneration of the player
502
503 =item hp <number>
504
505 addition to health regeneration
506
507 =item sp <number>
508
509 addition to mana regeneration
510
511 =item grace <number>
512
513 addititon to grace regeneration
514
515 =item gen_sp_armour <number>
516
517 the players gen_sp_armour field (which is per default 10) is added the <number> amount.
518 gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
519 is multiplied: gen_sp *= 10/<number>
520 meaning: values > 10 of gen_sp_armour limits the amout of regenerated
521 spellpoints.
522
523 generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
524 sp regeneration.
525
526 =item body_<body slot/part>
527
528 the part of the body you need to use this weapon, possible values should be
529 looked up in common/item.C at body_locations.
530
531 =item resist_<resistnacy> <number>
532
533 this is the factor with which the difference of the players resistancy and 100%
534 is multiplied, something like this:
535
536 additional_resistancy = (100 - current_resistanct) * (<number>/100)
537
538 if <number> is negative it is added to the total vulnerabilities,
539 and later the total resistance is decided by:
540
541 'total resistance = total protections - total vulnerabilities'
542
543 see also common/living.C:fix_player
544
545 =item patch_(attuned|repelled|denied)
546
547 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
548 for the pathes.
549
550 =item luck <number>
551
552 this luck is added to the players luck
553
554 =item move_type
555
556 if the weapon has a move_type set the player inherits it's move_type
557
558 =item exp <number>
559
560 the added_speed and bonus_speed of the player is raised by <number>/3.
561 if <number> < 0 then the added_speed is decreased by <number>
562
563 =item weight
564
565 the weight of the weapon
566
567 =item magic
568
569 the magic field affects the amounts of the following fields:
570
571 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
572
573 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
574
575 - dam: the players dam is adjusted by: player->dam += (dam + magic)
576
577 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
578 (minium is 0)
579
580 =item ac <number>
581
582 the amount of ac points the player's ac is decreased
583
584 =item wc <number>
585
586 the amount of wc points the player's wc is decreased
587
588 =back
589
590 =head4 Player inherits following flags from weapons:
591
592 FLAG_LIFESAVE
593 FLAG_REFL_SPELL
594 FLAG_REFL_MISSILE
595 FLAG_STEALTH
596 FLAG_XRAYS
597 FLAG_BLIND
598 FLAG_SEE_IN_DARK
599 FLAG_UNDEAD
600
601 =head3 DRINK - type 54 - Drinkable stuff
602
603 See FOOD description.
604
605 =head3 CHECK_INV - type 64 - Inventory checkers
606
607 This object checks whether the player has a specific item in his
608 inventory when he moves above the inventory checker. If the player has
609 the item (or not, which can be controlled with a flag) a connection will be triggered.
610
611 If you set move_block you can deny players and monsters to reach the space where
612 the inventory checker is on, see 'move_block' description below.
613
614 The conditions specified by hp, slaying and race are concationated with OR.
615 So matching one of those conditions is enough.
616
617 =over 4
618
619 =item move_block <move type bitmask>
620
621 If you set this field to block a movetype the move code will block any moves
622 onto the space with the inventory checker, IF the moving object doesn't have
623 (or has - if last_sp = 0) the item that the checker is searching for.
624
625 =item last_sp (0|1)
626
627 If last_sp is 1 'having' the item that is being checked for will
628 activate the connection or make the space with the checker non-blocking.
629 If last_sp is 0 'not having' the item will activate the connection
630 or make the space with the checker non-blocking.
631
632 =item last_heal (0|1)
633
634 If last_heal is 1 the matching item will be removed if the inventory checker
635 activates a connection and finds the item in the inventory.
636
637 (A inventory checker that blocks a space won't remove anything from inventories)
638
639 =item hp <number>
640
641 If this field is not 0 the inventory checker will search for an object
642 with the type id <number>.
643
644 =item slaying <string>
645
646 If this field is set the inventory checker will search for an object that
647 has the same string in the slaying field (for example a key string of a key).
648
649 =item race <string>
650
651 If this field is set the inventory checker will search for an object which
652 has the archetype name that matches <string>.
653
654 =item connected <connection id>
655
656 This is the connection that will be activated.
657
658 =back
659
660 =head3 FLESH - type 72 - Organs and body parts
661
662 See FOOD description.
663
664 =head3 HOLE - type 94 - Holes
665
666 Holes are holes in the ground where objects can fall through. When the hole
667 opens and/or is completly open all objects above it fall through (more
668 precisely: if their head is above the hole).
669
670 Trapdoors can only transfer the one who falls through to other coordinates
671 on the B<same> map.
672
673 =over 4
674
675 =item maxsp (0|1)
676
677 This field negates the state of the connection: When maxsp is 1 the pit will
678 open/close when the connection is deactivated. Otherwise it will open/close
679 when the connection is activated. This field only has effect when the
680 connection is triggered. So if you put a closed hole on a map, and the
681 connection is deactivated, and maxsp is 1 the hole will remain closed until the
682 connection was triggered once.
683
684 =item connected <connection id>
685
686 This is the connection id, which lets the hole opening or closing when
687 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
688 at which connection state the object is activated.
689
690 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
691 the connection is released.
692
693 =item wc <number> (internal)
694
695 This is an internal flag. If it is greater than 0 it means that the hole is not
696 yet fully open. More preciesly: this field is the animation-step and if it is
697 set to the 'closed' step of the animation the hole is closed and if it is on
698 the 'open' animation step (wc = 0), the hole is open.
699
700 =item sp <number>
701
702 The destination y coordinates on the same map.
703
704 =item hp <number>
705
706 The destination x coordinates on the same map.
707
708 =back
709
710 =head3 POISONING - type 105 - The poisoning of players and monsters
711
712 This type is doing the actual damage to the ones who were attacked
713 via AT_POISON (or drank POISON).
714
715 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
716 there for details).
717
718 =over 4
719
720 =item dam <number>
721
722 Each time the poisoning is processed (which is determined by the speed and speed_left
723 fields, see the general object attributes above) it hits the player with
724 <number> damage and the AT_INTERNAL attacktype (means: it will simply
725 hit the player with no strings attached).
726
727 =item food <number>
728
729 Just a note: The posion is removed when food == 1 and not when
730 the whole duration is up, because the POISONING code has to remove
731 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
732 deletes the POISONING object.
733
734 =back
735
736 =head3 FORCE - type 114 - Forces
737
738 Forces are a very 'thin' type. They don't have much behaviour other than
739 disappearing after a time and/or affecting the player if they are in his
740 inventory.
741
742 Forces only take effect on the player if they have set FLAG_APPLIED.
743
744 Whether the duration field is processed or not a tick is controlled via the
745 speed and speed_left field. Look above at the generic description of these
746 fields.
747
748 NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
749 like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
750 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
751 If the FLAG_APPLIED is not set the force is removed when food reaches 0.
752 Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
753
754 =over 4
755
756 =item duration
757
758 While this field is greater than 0 the force/object is not destroyed. It is
759 decreased each tick by 1.
760
761 If it reaches 0 the force/object is destroyed.
762
763 This field can have this meaning for B<any> object if that object has
764 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
765 what happens then.
766
767 =back
768
769 =head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
770
771 This object is generated by the POTION code when the potion is a resistance
772 giving potion. It has mainly the same behaviour as a FORCE.
773
774 The specialty of the potion effect is that the resistancy it gives is absolute,
775 so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
776 fire.
777
778 Multiple potion effects only give you the maximum of their resistancy.