wmud/old-codebase/doc/OLD-DOCS/dbsup.doc
2012-03-07 16:24:50 +01:00

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/* ************************************************************************
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */
DATABASE SUPPLEMENTAL DOCUMENTATION
"dbsup.doc"
World File field description:
=============================
Main structure notes:
---------------------
#<virtual number> is:
A number for the given room. No two rooms may have the same number.
The <virtual number> must always increase when browsing down the
world file (but increments can be larger than one).
<name>~<NL>:
This name is the "title" of the room. This title is also used in special
procedures like:
"exits"
"brief mode"
<description>~<NL>:
This is the general description of the room.
<zone nr> is:
The number of the zone in which this room is located. This number is used
for resetting zones and monster zone movement. See the zone file.
<room_flags> are:
A bitvector consisting of the room conditions as:
DARK 1 Light must be used to see anything.
DEATH 2 A player 'dies' (no xp lost) when entering.
It is a good idea to:
*Have these rooms light, because then EXITS will show
the room title, for example "In Boiling Water".
*Make exits to all rooms from which one can enter the
death_room, then the "death cry" will be heard by
other members of the group considering following...
NO_MOB 4 No monsters may walk around in here
INDOORS 8 This is inside (a house,cave or dungeon for example)
LAWFULL 16 ???
NEUTRAL 32 ???
CHAOTIC 64 ???
NO_MAGIC 128 Not implemented.
TUNNEL 256 ???
PRIVATE 512 It is impossible to teleport to this room if it
already contains two characters. The 'teleport'
spell will never teleport a player into this room.
GODROOM 1024 Super-private room: Immortals can not 'goto' this room.
BFS_MARK 2048 RESERVED FOR INTERNAL USE -- do not use.
??? means that the flag isn't used yet (and you Shouldn't use it either!)
<sector_type> is:
This determines how many movement points are used when moving through
a location of the type - use one of the numbers 0..7 (they are NOT the
movement-points used - merely indexes to a lookup-table):
SECT_INSIDE 0 Uses as if walking indoors
SECT_CITY 1 Uses as if walking in a city
SECT_FIELD 2 Uses as if walking in a field
SECT_FOREST 3 Uses as if walking in a forest
SECT_HILLS 4 Uses as if walking in hills
SECT_MOUNTAIN 5 Uses as if climbing in mountains
SECT_WATER_SWIM 6 Uses as if swimming
SECT_WATER_NOSWIM 7 Impossible to swim water - requires a boat
Direction fields:
-----------------
<Exit number> is one of:
0 = North
1 = East
2 = South
3 = West
4 = Up
5 = Down
<general description><NL>~<NL>:
What a player will see if he types 'look <direction>'
<keyword list>~<NL>:
used for commands like 'open', 'close', etc. should be 'door' for ordinary
doors. Example: An exit from a given room leads through a cupboard. The
keyword list for this exit might look like this:
"cupboard door~"
<Door flag> [NL]:
If <Door Flag> is 1, the exit can be locked/unlocked/opened/closed/picked.
If it is 2, the exit can only be locked/unlocked/opened/closed.
If it is 0, these commands won't work. (The exit can still be closed at
reset, however; maybe to be opened by some special routine, like a concealed
handle).
The state of the doors after reset may be controlled by a command in the
reset-command table (see the zone file). The initial state of a door is
open.
<Key Number> [NL]:
The number of the object which can unlock/lock the door (in the direction
given). If a player carries/holds this object, he can lock/unlock.
<Key Number> == -1 means no keyhole. If <Door flag> is 0, the value of this
field is ignored.
<to_room> <NL>:
The virtual number of the room to which the exit leads. If this number is
-1 (NOWHERE), the exit doesn't lead anywhere. This might be useful for
adding an exit-description in a direction which doesn't actually lead
anywhere.
** Note about doors. You must make a door in both rooms that the door
is set between.
Extra descriptions:
-------------------
<blank separated keyword list>~<NL> is:
A list of the keywords that will allow the extra description to be
displayed. The keywords must must be seperated by blanks.
<description><NL>~<NL>:
The description that is show when a player types 'look at <keyword>'
and keyword matches one of the above.
Example of a room entry is the database:
----------------------------------------
#100
The Lego temple~
You stand in a tiny, red temple built entirely from Lego bricks. It is,
sadly, not a very interesting place, and perhaps you should leave through
the portal which leads south to a sunny garden.
~
1 12 0
D2
You see the grand portal of the Lego church. Beyond is an inviting garden.
~
portal grand~
1 2 107
E
portal~
The portal is high and arched, built out of lego bricks of the finest quality.
~
E
brick~
The bricks are all in bright different colours.
~
S
#101
.
.
.
Facts about this room is:
Room number 100
Zone number 1
Room Flags (8+4=12) INDOORS and NO_MOB
Sector Type Inside (movement loss calc only)
One exit (D2) to the south with 'look south' description
Door Flag 1
Key no. 2
Leads to room 107
Extra description for the portal and bricks.
-------------------------------------------------------------------------
Monster fields description:
===========================
#<virtual number><NL> is:
The monsters virtual number. Rules are same as for room virtual numbers.
<namelist><!NL>~<NL>
The space-separated name alias list.
<short description><!NL>~<NL>
This string will be displayed when the monster take action, for example
if it is "The Beastly Fido", and fido leaves south the message will be
"The Beastly Fido leaves south."
<long description><NL>~<NL>
This description is displayed when the monster is in it's "default"
position. When not in the default position, a message like:
"<short description> is sleeping here." could be displayed.
<description><NL>~<NL>
This will be displayed when a player looks at the monster.
<action flags>[NL]
This bitvector define how the monster behave. The bits mean:
ACT_SPEC 1 This means that there is a special programmed C
procedure connected to the monster. When this bit
is set the monster "function pointer" must be
assigned in the "spec_assign.c" file.
ACT_SENTINEL 2 When this bit is set the monster will NOT
move around in the world.
ACT_SCAVENGER 4 When this bit is set, monsters will pick up stuff
lying on the ground. It will pick up the most
expensive items first.
ACT_ISNPC 8 RESERVED FOR INTERNAL USE
ACT_NICE_THIEF 16 When this bit is set, a monster will not attack
a thief which has been caught in the act of
stealing from this monster.
ACT_AGGRESSIVE 32 When this bit is set, the monster will attack and
attempt to kill any player it can get it's claws on.
It will not attack players it can't see (for example
dark rooms or when player is invisible, unless the
monster can detect invisibility)
ACT_STAY_ZONE 64 When this bit is set, the monster will never move
into another zone of the world (this is good for
keeping your monsters in your own adventure).
ACT_WIMPY 128 When this bit is set, the monster will flee when it's
getting percentwise low on hitpoints.
If the monster is both aggressive and wimpy, then it
will only attack players that are NOT awake! (ie. also
suffering players).
ACT_AGGRESSIVE_EVIL
256 When this bit is set, the monster will attack players
with evil alignment.
ACT_AGGRESSIVE_GOOD
512 When this bit is set, the monster will attack players
with good alignment.
ACT_AGGRESSIVE_NEUTRAL
1024 When this bit is set, the monster will attack players
who are neutrally aligned.
ACT_MEMORY 2056 When this bit is set, the monster will remember
players who attack it, and attack the player back
if it sees him or her again.
<affection flags>[NL]
This is a bitvector that indicates what the monster is affected by.
Puff could for example be able to "detect invisible" or maybe
"sanctuary" (1/2 damage). A lot of these bits are meant for players
only (in a context with a spell), and should NOT be used when indicated.
The bits are:
AFF_BLIND 1 RESERVED PLAYERS
AFF_INVISIBLE 2 The monster is invisible
AFF_DETECT_EVIL 4 RESERVED PLAYERS
AFF_DETECT_INVISIBLE 8 The monster can see invisible players
(Especially good for aggressive npc's)
AFF_DETECT_MAGIC 16 RESERVED PLAYERS
AFF_SENCE_LIFE 32 RESERVED PLAYERS
AFF_HOLD 64 ??? DO NOT USE
AFF_SANCTUARY 128 The monster has sanctuary (1/2 damage)
AFF_GROUP 256 RESERVED PLAYERS
AFF_CURSE 1024 ??? DO NOT USE
AFF_FLAMING 2048 ??? DO NOT USE
AFF_POISON 4096 RESERVED PLAYERS
AFF_PROTECT_EVIL 8192 ??? DO NOT USE
AFF_PARALYSIS 16384 ??? DO NOT USE
AFF_MORDEN_SWORD 32768 ??? DO NOT USE
AFF_FLAMING_SWORD 65536 ??? DO NOT USE
AFF_SLEEP 131072 RESERVED PLAYERS
AFF_DODGE 262144 ??? DO NOT USE
AFF_SNEAK 524288 The message "The xxx leaves direction" will
not be displayed when the monster moves
out/in to a room.
AFF_HIDE 1048576 The monster will be hidden, and can only
be detected by a "sense life" spell
AFF_FEAR 2097152 ??? DO NOT USE
AFF_CHARM 4194304 The monster will act as charmed when a
"follow <player>" is entered. Note that
players can't force monsters to follow
them.
AFF_FOLLOW 8388608 RESERVED PLAYERS
AFF_WIMPY 16777216 RESERVED PLAYERS
AFF_INFRARED 33554432 Allows monsters to see in the dark.
<Alignment Flag>[NL]
This is the monsters alignment, read as:
+1000 .. +350 Good Alignment
+349 .. -349 Neutral Alignment
-350 ..-1000 Evil Alignment
<Detailed/Simple flag><NL>
This flag must be entered as a uppercase "S". S indicates that "Simple"
monster data follow. Anything but an S will be interpreted as if
"Detailed" monster data is to follow. We will NOT describe detailed
monsters as they are VERY detailed.
<Level>
This is the level of the monster. See "defs.doc" for guidelines when
setting the level.
<THAC0>
The monsters THAC0.
See the file "defs.doc" for an explanation of armour vs. THAC0, and
guidelines for THAC0.
THAC0 is an abbrevation for "To Hit Armour Class Zero".
<AC>
The monsters armour class. See "defs.doc" for guidelines regarding
armour.
<Hit Points (format is xdy+z)>
This defines the number of hitpoints a given monster has. If this is
entered into the file:
... ... 3d8+10 ...
the monster will have 10 hitpoints plus the result of rolling 3 dice
with 8 side, and adding their sum. All the numbers (even zero), the
plus sign, and the letter 'd' MUST be entered!!! Example:
..... 1d6+0 ....
<Damage (as HP)><NL>
This is the damage a monster will cause when it is using NO weapons
(the Bare hand damage). The format is exacly like the one described
for hit points. A thing to note about damage:
The number after the plus sign, is the "strength bonus". This bonus
will apply to any weapons used, and bare hands too. Example:
..... 1d4+10
This monster will damage between 11 and 14 hitpoints each round. If the
monster picks up and wields a tiny stick which give 1d2 damage, then the
monster will now damage by : 1d2 + 10 points.
<Gold>
The amout of gold carried by the monster.
<Exp><NL>
The experience this monster has. Follow guidelines in "defs.doc".
<position>
This defines the monster's position when loaded into the game.
A position is one of:
POSITION_DEAD 0 DO NOT USE
POSITION_MORTALLYW 1 DO NOT USE
POSITION_INCAP 2 DO NOT USE
POSITION_STUNNED 3 DO NOT USE
POSITION_SLEEPING 4 The monster is sleeping.
POSITION_RESTING 5 The monster is resting.
POSITION_SITTING 6 The monster is sitting.
POSITION_FIGHTING 7 DO NOT USE.
POSITION_STANDING 8 The monster is standing.
<default position>
This is the position into which the monster will return after
a fight. This position also defines when the <long description>
is displayed - see above.
<sex><NL>
This is the monsters sex, on of:
SEX_NEUTRAL 0
SEX_MALE 1
SEX_FEMALE 2
No further explanation is needed (hopefully).
Object fields description:
==========================
#<virtual number><NL>
See rules for rooms above.
<namelist>~<NL>:
Same as for monsters above.
<short description>~<NL>
This string will be displayed when the object is used. For example
if it is "a rubber raft", and a player drops it, then a message like:
"Monthy drops a rubber raft."
could be displayed.
<long description>~<NL>
This description is displayed when the object is lying on the ground.
For example, if it is "A furled umbrella lies here.~" then this message
is displayed when the umbrella is lying on the ground.
<action description>~<NL>
Do not use.
<type flag>[NL]
This defines what kind of item you are defining, it can be one of:
ITEM_LIGHT 1 Item is a light.
ITEM_SCROLL 2 Not yet implemented
ITEM_WAND 3 Not yet implemented
ITEM_STAFF 4 Not yet implemented
ITEM_WEAPON 5 Item is a weapon
ITEM_FIREWEAPON 6 Not yet implemented
ITEM_MISSILE 7 Not yet implemented
ITEM_TREASURE 8 Item is a treasure (not money)
ITEM_ARMOR 9 Item is armour.
ITEM_POTION 10 Not yet implemented
ITEM_WORN 11 ???
ITEM_OTHER 12 Item is other
ITEM_TRASH 13 Item is trash
ITEM_TRAP 14 Not yet implemented
ITEM_CONTAINER 15 Item is a container
ITEM_NOTE 16 Item is a note that can be written upon (with a pen)
ITEM_DRINKCON 17 Item is a drink container, for example a bottle or
a barrel or a wine-skin.
A drinkcontainer whit contents must *always* have
two names: 1. The name of the drink, 2. the name
of the container, example:
tea cup~
ITEM_KEY 18 Item is a key
ITEM_FOOD 19 Item is food.
ITEM_MONEY 20 Item is money.
ITEM_PEN 21 Item is a pen.
ITEM_BOAT 22 Item is a boat, which must be carried by a player if
the player wishes to enter NOSWIM room sector types.
ITEM_FOUNTAIN 23 Item is a fountain (characters can drink from it
without having it in inventory).
<extra flag>[NL]
This bitvector defines mostly special effects:
ITEM_GLOW 1 The item is glowing.
ITEM_HUM 2 The item is "humming"/"buzzing".
ITEM_DARK 4 ???
ITEM_LOCK 8 ???
ITEM_EVIL 16 ???
ITEM_INVISIBLE 32 Item is invisible.
ITEM_MAGIC 64 Item will show a magical aura when 'detect magic'
is used.
ITEM_NODROP 128 Item can not be dropped (cursed for example)
ITEM_BLESS 256 Item is blessed.
ITEM_ANTI_GOOD 512 Item not usable by good people
ITEM_ANTI_EVIL 1024 Item not usable by evil people
ITEM_ANTI_NEUTRAL 2048 Item not usable by neutral people
ITEM_NORENT 4096 Players can not rent item
ITEM_NODONATE 8192 Players can not donate item
ITEM_NOINVIS 16384 Player can not make item invisible
<wear flag><NL>
This bitvector defines if items can be taken, and if they can be worn:
ITEM_TAKE 1 Item is takeable.
ITEM_WEAR_FINGER 2 Can be worn on a finger (rings usually)
ITEM_WEAR_NECK 4 Can be worn around neck.
ITEM_WEAR_BODY 8 Can be worn on body.
ITEM_WEAR_HEAD 16 Can be worn on head.
ITEM_WEAR_LEGS 32 Can be worn on legs.
ITEM_WEAR_FEET 64 Can be worn on feet
ITEM_WEAR_HANDS 128 Can be worn on hands (gauntlets, etc)
ITEM_WEAR_ARMS 256 Can be worn on arms.
ITEM_WEAR_SHIELD 512 Can be used as a shield.
ITEM_WEAR_ABOUT 1024 ???
ITEM_WEAR_WAISTE 2048 Can be worn around the waiste (belt)
ITEM_WEAR_WRIST 4096 Can be worn on wrist (bracelets)
ITEM_WIELD 8192 Can be wielded and used as a weapon
ITEM_HOLD 16384 Item can be held in a hand.
ITEM_THROW 32768 Not yet implemented.
Item can be thrown.
<value 0> <value 1> <value 2> <value 3> <NL>
These values are very central. They define the ability of items based on
the items <Item Type>. These values are defined in "values.doc". Note that
if you define an item as being anything but a weapon, you shouldn't set
the 'wield' flag. Many similar obvious rules apply. Example of 4 values:
If the <Item Type> == ITEM_CONTAINER then the values are interpeted as:
Value[0]: Maximum weight the container can contain.
Value[1]: Container flags:
CLOSEABLE - 1
PICKPROOF - 2
CLOSED - 4
LOCKED - 8
Value[2]: The item-number of the object which can open the object.
-1 means no lockability.
Value[3]: Internal use for Corpses that must "rot".
<weight>[NL]
The weight of the item in pounds.
<value>[NL]
The value of the item if sold - see "defs.doc" for ideas on prices.
<cost/day><NL>
The cost to store the item in the reception overnight.
Several extra descriptions or none at all may appear. They follow the room
format exactly.
'E'<NL>
<keyword-list>~<NL>
Exactly as in rooms.
<extra description><NL>~<NL>
Exactly as in rooms.
Between zero and two "affect's" may be set on an item. The affects could
for example modify a characters strength, height etc. The affect only goes
into affect when the character wear, wield or hold the item. The affect
is removed when the character removes the items.
'A'<NL>
When items are worn using wear/wield/grab/hold commands, the 'A' will
allow the items to affect a characters various abilities. Currently
a maximum of 2 'A' are allowed.
<location>[NL]
<location> is one of the below numbers, indicating which ability
will be changed.
APPLY_NONE 0 DO NOT USE.
APPLY_STR 1
APPLY_DEX 2
APPLY_INT 3
APPLY_WIS 4
APPLY_CON 5
APPLY_SEX 6 DO NOT USE.
APPLY_CLASS 7 DO NOT USE.
APPLY_LEVEL 8 DO NOT USE.
APPLY_AGE 9
APPLY_CHAR_WEIGHT 10
APPLY_CHAR_HEIGHT 11
APPLY_MANA 12 DO NOT USE.
APPLY_HIT 13 The MAXIMUM number of hitpoints.
APPLY_MOVE 14 DO NOT USE.
APPLY_GOLD 15 DO NOT USE.
APPLY_EXP 16 DO NOT USE.
APPLY_AC 17
APPLY_ARMOR 17 Same as APPLY_AC
APPLY_HITROLL 18 The bonus/penalty to hit the opponent.
APPLY_DAMROLL 19 The bouns/penalty to damage the opponent.
APPLY_SAVING_PARA 20 These five are saving throws.
APPLY_SAVING_ROD 21
APPLY_SAVING_PETRI 22
APPLY_SAVING_BREATH 23
APPLY_SAVING_SPELL 24 This is the most used saving throw.
<modifier><NL>
The modifier is added to the APPLY_XXX ability of the character
when he uses an item, and is subtracted when he stops using it.
Take great care when using this. This is an example of an item of
improve strength and armour class. Example:
A
1 2
A
17 -2
This adds +2 to the strength, and adds -2 to the AC (thus improving it).
No more 'A'ffects is allowed at this time.
-------------------------------------------------------------------------
Abbrevations:
=============
<contents> indicates that the contents MUST be entered.
[contents] indicates that the contents can OPTIONALLY be entered.
<NL> is Newline (return)
! This indicates "NOT" - for example <!NL> means NO newline (i.e. it is
forbidden to use newline here).