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Revision: 1.9
Committed: Tue Dec 19 23:41:56 2006 UTC (17 years, 5 months ago) by elmex
Branch: MAIN
Changes since 1.8: +44 -0 lines
Log Message:
added documentation for BOOK and FLAG_NO_SKILL_IDENT.

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 no_skill_ident (0|1)
129
130 Sets the flag FLAG_NO_SKILL_IDENT.
131 See Flags section below.
132
133 =item activate_on_push (0|1) (default: 1)
134
135 Sets the flag FLAG_ACTIVATE_ON_PUSH.
136 See Flags section below.
137
138 =item activate_on_release (0|1) (default: 1)
139
140 Sets the flag FLAG_ACTIVATE_ON_RELEASE.
141 See Flags section below.
142
143 =item editable (more than deprecated)
144
145 This field had a special meaning for crossedit, which used parts
146 of the server code for editing. Wherever you see this attribute being
147 set in an archetype ignore it and/or remove it. No code interprets this
148 field anymore.
149
150 =back
151
152 =head3 Flags
153
154 Here are the effects of the flags described.
155
156 =over 4
157
158 =item FLAG_NO_DROP
159
160 An object can't be picked up and dropped.
161
162 =item FLAG_APPLIED
163
164 This flag mostly states whether this object has been 'applied' by the player.
165 For objects that are applied by the code or have this flag set in the archetype
166 it mostly means 'this object is active'.
167
168 For example the player adjustments of the hp/sp/grace fields and inheritance
169 of flags from objects in his inventory is toggled by this flag.
170
171 =item FLAG_IS_USED_UP
172
173 This flag controls whether an object is 'used up'. If it is set the 'food' field
174 of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
175 it is removed.
176
177 If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
178 this object is removed or not, see the Force type below for the meaning
179 of the duration field in this context.
180
181 If FLAG_APPLIED is not set the object is destroyed.
182
183 =item FLAG_IS_A_TEMPLATE (internal use)
184
185 This flag is set on the inventory of generators like CREATORs and CONVERTERs,
186 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
187
188 =item FLAG_AUTO_APPLY
189
190 This flag has currently only meaning for the TREASURE type, see below.
191
192 =item FLAG_ACTIVATE_ON_PUSH
193
194 This flag has only meaning for objects that can be linked together
195 with the 'connected' field and controls wether the object should
196 be activated when the connection is 'pushed' or it is 'released'.
197
198 This flag is by default on.
199
200 =item FLAG_ACTIVATE_ON_RELEASE
201
202 This flag has only meaning for objects that can be linked together
203 with the 'connected' field and controls wether the object should
204 be activated when the connection is 'pushed' or it is 'released'.
205
206 This flag is by default on.
207
208 =item FLAG_NO_STEAL
209
210 When this flag is set this object can't be stolen. The flag will be
211 resetted once the object is placed on a map.
212
213 When this flag is set on a monster it can defent attempts of stealing
214 (but in this context the flag is only used internally).
215
216 =item FLAG_NO_SKILL_IDENT
217
218 This flag is mostly used internal and prevents unidentified objects
219 (objects which don't have FLAG_IDENTIFIED set) being identified by
220 skills.
221
222 This flag is used to mark objects to never being identified by a skill
223 once a player failed to identify an object. So that multiple tries
224 of identifying aren't more effective than one.
225
226 =back
227
228 =head2 Description of type specific attributes
229
230 The beginning of the headers of the following subsection
231 are the server internal names for the objects types, see include/define.h.
232
233 =head3 TRANSPORT - type 2 - Player transports
234
235 This type is implemented by the transport extension and has currently no special
236 attributes that affect it.
237
238 =head3 ROD - type 3 - Rods that fire spells
239
240 Rods contain spells and can be fired by a player.
241
242 =over 4
243
244 =item level <number>
245
246 This attribute is used for calculating the spell level that can be fired
247 with this rod, it's also the maximum level of the spell that can be fired.
248 The level of the spell that is being fired depends mostly on
249 the 'use magic item' skill level of the player and 1/10 of the level of the
250 rod is added as bonus.
251
252 =item hp <number>
253
254 The amount of spellpoints this rod has left.
255
256 =item maxhp <number>
257
258 The maximum amount of spellpoints this rod has.
259
260 =item skill <skill name>
261
262 This field determines which skill you need to apply this object.
263
264 =back
265
266 =head3 TREASURE - type 4 - Treasures
267
268 This type of objects are for random treasure generation in maps.
269 If this object is applied by a player it will replace itself with it's
270 inventory. If it is automatically applied
271 generate a treasure and replace itself with the generated treasure.
272
273 Chests are also of this type, their treasures are generated by
274 the auto apply code on map instantiation.
275
276 =over 4
277
278 =item hp <number>
279
280 The number of treasures to generate.
281
282 =item exp <level>
283
284 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
285 and the difficulty for the treasurecode only depends on the maps difficulty,
286 otherwise the exp field has the following meaning:
287
288 If this field is not 0 it is passed as the difficulty
289 to the treasure generation code to determine how good, how much
290 worth a treasure is or what bonuses it is given by the treasure code.
291
292 If this field is not set or 0 the difficulty of the map is passed to the treasure
293 generation code.
294
295 =item randomitems <treasurelist>
296
297 The treasurelist to use to generate the treasure which is put in the
298 treasure objects inventory.
299
300 =back
301
302 =head3 POTION - type 5 - Potions for drinking and other nastynesses
303
304 These objects contain a spell and will emit it on apply, which most
305 of the time has the meaning of 'drinking'.
306
307 If no resistancy field, stat field or attacktype is set and no spell
308 is put in the potion by the sp field or the randomitems the
309 potion will become an artifact and the artifact code decides which kind
310 of potion will be generated.
311
312 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
313 will yield an explosion and hurt the player.
314
315 =over 4
316
317 =item Str, Dex, Con, Int, Wis, Cha, Pow <number>
318
319 These stat fields determine how many stat points the player gets
320 when he applies this potion.
321
322 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
323
324 =item sp <number>
325
326 If this field is set and the randomitems field is not set
327 the field is interpreted as spell number, please look the right
328 number up in common/loader.C.
329
330 If this field is set the randomitems field will be unset by the
331 map loading code.
332
333 =item attacktype <attacktype>
334
335 This field has some special meaning in potions, currently the
336 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
337 restoration potion or improvement potion.
338 See include/attackinc.h for the bits of these types.
339
340 If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
341 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
342 set the player will be drained a random stat by inserting an ARCH_DEPLETION
343 into him.
344
345 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
346 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
347
348 =item resist_<resistancy> <number>
349
350 If this stat is set and no spell is in the potion the potion
351 will create a force that give the player this specific resistancy.
352 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
353 and the potion will last 10 times longer than the default force archetype
354 FORCE_NAME (at the moment of this writing spell/force.arc).
355
356 =item randomitems <treasurelist>
357
358 The inventory/spell of the potion will be created by calling the treasure code
359 with the treasurelist specified here. (I guess it's highly undefined what
360 happens if there is not a spell in the potions inventory).
361
362 =item on_use_yield <archetype>
363
364 When this object is applied an instance of <archetype> will be created.
365
366 =item subtypes <potion subtype>
367
368 see include/spells.h for possible potion subtypes, there are currently 4:
369
370 =over 4
371
372 =item POT_SPELL
373
374 Unused, default behaiour of a potion.
375
376 =item POT_DUST
377
378 This potion can be thrown to cast the spell that it has in it's inventory,
379 the behaviour is not defined if there is not a spell in the inventory and the
380 server will log an error.
381
382 =item POT_FIGURINE
383
384 Unused, default behaiour of a potion.
385
386 =item POT_BALM
387
388 Unused, default behaiour of a potion.
389
390 =back
391
392 =back
393
394 =head3 FOOD - type 6 - Eatable stuff
395
396 This is for objects that are representing general eatables like
397 beef or bread.
398
399 The main difference between FOOD, FLESH and DRINK is that they
400 give different messages.
401
402 The specialty of FLESH is that it inherits the resistancies of the
403 monsters it was generated in and will let dragons raise their resistancies
404 with that. If the monster has the POISON attacktype the FLESH
405 will change into POISON.
406
407 If a player runs low on food he will grab for FOOD, DRINK and POISON
408 and if he doesn't find any of that he will start eating FLESH.
409
410 =over 4
411
412 =item title <string>
413
414 If the food has a title or is cursed it is considered 'special', which means that the
415 fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
416 are interpreted and have further effects on the player.
417
418 The higher the food field is the longer the improvement of the player lasts
419 (except for hp and sp).
420
421 =item food <number>
422
423 This is the amount of food points the player gets when he eats this.
424
425 =item on_use_yield <archetype>
426
427 When this object is applied an instance of <archetype> will be created.
428
429 =back
430
431 =head3 POISON - type 7 - Poisonous stuff
432
433 This type is for objects that can poison the player when drinking.
434 When applied it will hit the attacked with AT_POISON and will create
435 a POISONING object in the one who was hit.
436
437 =over 4
438
439 =item level <number>
440
441 This field affects the propability of poisoning. The higher the level difference
442 between the one who is hit and the poision the mose propable it is the attacked
443 one will be poisoned.
444
445 =item slaying <race>
446
447 On poison this field has the usual meaning of 'slaying', when the
448 ones race matches the slaying field the damage done by the poison
449 is multiplied by 3.
450
451 =item hp <number>
452
453 This is the amount of damage the player will receive from applying this. The
454 attacktype AT_POISON will be used to hit the player and the damage will
455 determine the strenght, duration and depletion of stats of the poisoning. The
456 created POISONING object which is being placed in the one who was attacked will
457 get the damage from this field (which is maybe adjusted by slaying or the
458 resistancies).
459
460 =item food <number>
461
462 1/4 of <number> will be drained from the players food.
463
464 =item on_use_yield <archetype>
465
466 When this object is applied an instance of <archetype> will be created.
467
468 =back
469
470 =head3 BOOK - type 8 - Readable books
471
472 This type is basically for representing text books in the game.
473
474 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
475
476 =over 4
477
478 =item msg <text>
479
480 This is the contents of the book. When this field is unset
481 at treasure generation a random text will be inserted.
482
483 =item skill <skill name>
484
485 The skill required to read this book. (The most resonable
486 skill would be literacy).
487
488 =item exp <number>
489
490 The experience points the player get for reading this book.
491
492 =item subtype <readable subtype>
493
494 This field determines the type of the readable.
495 Please see common/readable.C in the readable_message_types table.
496
497 =back
498
499 =head3 WEAPON - type 15 - Weapons
500
501 This type is for general hack and slash weapons like swords, maces
502 and daggers and and ....
503
504 =over 4
505
506 =item weapontype <type id>
507
508 decides what attackmessages are generated, see include/define.h
509
510 =item attacktype <bitmask>
511
512 bitfield which decides the attacktype of the damage, see include/attackinc.h
513
514 =item dam <number>
515
516 amount of damage being done with the attacktype
517
518 =item item_power <level>
519
520 the itempower of this weapon.
521
522 =item name
523
524 the name of the weapon.
525
526 =item level (internal)
527
528 The improvement state of the weapon.
529 If this field is greater than 0 the 'name' field starts with the
530 characters name who improved this weapon.
531
532 =item last_eat (internal)
533
534 seems to be the amount of improvements of a weapon,
535 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
536
537 ((who->level / 5) + 5) >= op->last_eat
538
539 =item last_sp
540
541 the weapon speed (see magic description)
542
543 =item food <number>
544
545 addition to food regeneration of the player
546
547 =item hp <number>
548
549 addition to health regeneration
550
551 =item sp <number>
552
553 addition to mana regeneration
554
555 =item grace <number>
556
557 addititon to grace regeneration
558
559 =item gen_sp_armour <number>
560
561 the players gen_sp_armour field (which is per default 10) is added the <number> amount.
562 gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
563 is multiplied: gen_sp *= 10/<number>
564 meaning: values > 10 of gen_sp_armour limits the amout of regenerated
565 spellpoints.
566
567 generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
568 sp regeneration.
569
570 =item body_<body slot/part>
571
572 the part of the body you need to use this weapon, possible values should be
573 looked up in common/item.C at body_locations.
574
575 =item resist_<resistnacy> <number>
576
577 this is the factor with which the difference of the players resistancy and 100%
578 is multiplied, something like this:
579
580 additional_resistancy = (100 - current_resistanct) * (<number>/100)
581
582 if <number> is negative it is added to the total vulnerabilities,
583 and later the total resistance is decided by:
584
585 'total resistance = total protections - total vulnerabilities'
586
587 see also common/living.C:fix_player
588
589 =item patch_(attuned|repelled|denied)
590
591 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
592 for the pathes.
593
594 =item luck <number>
595
596 this luck is added to the players luck
597
598 =item move_type
599
600 if the weapon has a move_type set the player inherits it's move_type
601
602 =item exp <number>
603
604 the added_speed and bonus_speed of the player is raised by <number>/3.
605 if <number> < 0 then the added_speed is decreased by <number>
606
607 =item weight
608
609 the weight of the weapon
610
611 =item magic
612
613 the magic field affects the amounts of the following fields:
614
615 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
616
617 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
618
619 - dam: the players dam is adjusted by: player->dam += (dam + magic)
620
621 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
622 (minium is 0)
623
624 =item ac <number>
625
626 the amount of ac points the player's ac is decreased
627
628 =item wc <number>
629
630 the amount of wc points the player's wc is decreased
631
632 =back
633
634 =head4 Player inherits following flags from weapons:
635
636 FLAG_LIFESAVE
637 FLAG_REFL_SPELL
638 FLAG_REFL_MISSILE
639 FLAG_STEALTH
640 FLAG_XRAYS
641 FLAG_BLIND
642 FLAG_SEE_IN_DARK
643 FLAG_UNDEAD
644
645 =head3 DRINK - type 54 - Drinkable stuff
646
647 See FOOD description.
648
649 =head3 CHECK_INV - type 64 - Inventory checkers
650
651 This object checks whether the player has a specific item in his
652 inventory when he moves above the inventory checker. If the player has
653 the item (or not, which can be controlled with a flag) a connection will be triggered.
654
655 If you set move_block you can deny players and monsters to reach the space where
656 the inventory checker is on, see 'move_block' description below.
657
658 The conditions specified by hp, slaying and race are concationated with OR.
659 So matching one of those conditions is enough.
660
661 =over 4
662
663 =item move_block <move type bitmask>
664
665 If you set this field to block a movetype the move code will block any moves
666 onto the space with the inventory checker, IF the moving object doesn't have
667 (or has - if last_sp = 0) the item that the checker is searching for.
668
669 =item last_sp (0|1)
670
671 If last_sp is 1 'having' the item that is being checked for will
672 activate the connection or make the space with the checker non-blocking.
673 If last_sp is 0 'not having' the item will activate the connection
674 or make the space with the checker non-blocking.
675
676 =item last_heal (0|1)
677
678 If last_heal is 1 the matching item will be removed if the inventory checker
679 activates a connection and finds the item in the inventory.
680
681 (A inventory checker that blocks a space won't remove anything from inventories)
682
683 =item hp <number>
684
685 If this field is not 0 the inventory checker will search for an object
686 with the type id <number>.
687
688 =item slaying <string>
689
690 If this field is set the inventory checker will search for an object that
691 has the same string in the slaying field (for example a key string of a key).
692
693 =item race <string>
694
695 If this field is set the inventory checker will search for an object which
696 has the archetype name that matches <string>.
697
698 =item connected <connection id>
699
700 This is the connection that will be activated.
701
702 =back
703
704 =head3 FLESH - type 72 - Organs and body parts
705
706 See FOOD description.
707
708 =head3 HOLE - type 94 - Holes
709
710 Holes are holes in the ground where objects can fall through. When the hole
711 opens and/or is completly open all objects above it fall through (more
712 precisely: if their head is above the hole).
713
714 Trapdoors can only transfer the one who falls through to other coordinates
715 on the B<same> map.
716
717 =over 4
718
719 =item maxsp (0|1)
720
721 This field negates the state of the connection: When maxsp is 1 the pit will
722 open/close when the connection is deactivated. Otherwise it will open/close
723 when the connection is activated. This field only has effect when the
724 connection is triggered. So if you put a closed hole on a map, and the
725 connection is deactivated, and maxsp is 1 the hole will remain closed until the
726 connection was triggered once.
727
728 =item connected <connection id>
729
730 This is the connection id, which lets the hole opening or closing when
731 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
732 at which connection state the object is activated.
733
734 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
735 the connection is released.
736
737 =item wc <number> (internal)
738
739 This is an internal flag. If it is greater than 0 it means that the hole is not
740 yet fully open. More preciesly: this field is the animation-step and if it is
741 set to the 'closed' step of the animation the hole is closed and if it is on
742 the 'open' animation step (wc = 0), the hole is open.
743
744 =item sp <number>
745
746 The destination y coordinates on the same map.
747
748 =item hp <number>
749
750 The destination x coordinates on the same map.
751
752 =back
753
754 =head3 POISONING - type 105 - The poisoning of players and monsters
755
756 This type is doing the actual damage to the ones who were attacked
757 via AT_POISON (or drank POISON).
758
759 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
760 there for details).
761
762 =over 4
763
764 =item dam <number>
765
766 Each time the poisoning is processed (which is determined by the speed and speed_left
767 fields, see the general object attributes above) it hits the player with
768 <number> damage and the AT_INTERNAL attacktype (means: it will simply
769 hit the player with no strings attached).
770
771 =item food <number>
772
773 Just a note: The posion is removed when food == 1 and not when
774 the whole duration is up, because the POISONING code has to remove
775 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
776 deletes the POISONING object.
777
778 =back
779
780 =head3 FORCE - type 114 - Forces
781
782 Forces are a very 'thin' type. They don't have much behaviour other than
783 disappearing after a time and/or affecting the player if they are in his
784 inventory.
785
786 Forces only take effect on the player if they have set FLAG_APPLIED.
787
788 Whether the duration field is processed or not a tick is controlled via the
789 speed and speed_left field. Look above at the generic description of these
790 fields.
791
792 NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
793 like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
794 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
795 If the FLAG_APPLIED is not set the force is removed when food reaches 0.
796 Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
797
798 =over 4
799
800 =item duration
801
802 While this field is greater than 0 the force/object is not destroyed. It is
803 decreased each tick by 1.
804
805 If it reaches 0 the force/object is destroyed.
806
807 This field can have this meaning for B<any> object if that object has
808 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
809 what happens then.
810
811 =back
812
813 =head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
814
815 This object is generated by the POTION code when the potion is a resistance
816 giving potion. It has mainly the same behaviour as a FORCE.
817
818 The specialty of the potion effect is that the resistancy it gives is absolute,
819 so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
820 fire.
821
822 Multiple potion effects only give you the maximum of their resistancy.