| 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 x <number> |
| 72 |
|
| 73 |
The x position of the object when it is on a map. |
| 74 |
|
| 75 |
=item y <number> |
| 76 |
|
| 77 |
The y position of the object when it is on a map. |
| 78 |
|
| 79 |
=item map (internal) |
| 80 |
|
| 81 |
The map the object is on. |
| 82 |
|
| 83 |
=item invisible <number> |
| 84 |
|
| 85 |
If the <number> is greater than 0 the object is invisible. |
| 86 |
For players this field reflects the duration of the invisibility |
| 87 |
and is decreased every tick by 1. |
| 88 |
|
| 89 |
For non-player objects this field is not changed by server ticks. |
| 90 |
|
| 91 |
=item speed <number> |
| 92 |
|
| 93 |
If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed |
| 94 |
on the active object list and will be processed each tick (see also speed_left!). |
| 95 |
|
| 96 |
If the speed field drops below the MIN_ACTIVE_SPEED the object is removed |
| 97 |
from the active object list and it won't experience any processing per tick. |
| 98 |
|
| 99 |
=item speed_left <number> |
| 100 |
|
| 101 |
If this field is greater than 0 and the object is on the |
| 102 |
active list (mostly means it's speed is also greater than 0): |
| 103 |
|
| 104 |
- speed_left is decreased by 1 |
| 105 |
- and this object is processed and experiences a server tick. |
| 106 |
|
| 107 |
If the object is on the active list and speed_left is lower or |
| 108 |
equal to 0 the absolute value of the speed field is added to speed_left |
| 109 |
on the end of the tick. |
| 110 |
|
| 111 |
This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) |
| 112 |
the more seldom the object is processed. And the higher the speed field is |
| 113 |
the more often the object is processed. |
| 114 |
|
| 115 |
=item connected <number> |
| 116 |
|
| 117 |
When this field is set the object will be linked to a connection with the |
| 118 |
id <number>. What happens when the connection is 'activated' depends on the |
| 119 |
type of the object. |
| 120 |
|
| 121 |
When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control |
| 122 |
when to activate the object, see description of these below for further details. |
| 123 |
|
| 124 |
=item no_drop (0|1) |
| 125 |
|
| 126 |
Sets the flag FLAG_NO_DROP. |
| 127 |
See Flags section below. |
| 128 |
|
| 129 |
=item applied (0|1) |
| 130 |
|
| 131 |
Sets the flag FLAG_APPLIED. |
| 132 |
See Flags section below. |
| 133 |
|
| 134 |
=item is_used_up (0|1) |
| 135 |
|
| 136 |
Sets the flag FLAG_IS_USED_UP. |
| 137 |
See Flags section below. |
| 138 |
|
| 139 |
=item auto_apply (0|1) |
| 140 |
|
| 141 |
Sets the flag FLAG_AUTO_APPLY. |
| 142 |
See Flags section below. |
| 143 |
|
| 144 |
=item no_steal (0|1) |
| 145 |
|
| 146 |
Sets the flag FLAG_NO_STEAL. |
| 147 |
See Flags section below. |
| 148 |
|
| 149 |
=item reflecting (0|1) |
| 150 |
|
| 151 |
Sets the flag FLAG_REFLECTING. |
| 152 |
See Flags section below. |
| 153 |
|
| 154 |
=item reflect_spell (0|1) |
| 155 |
|
| 156 |
Sets the flag FLAG_REFL_SPELL. |
| 157 |
See Flags section below. |
| 158 |
|
| 159 |
=item no_skill_ident (0|1) |
| 160 |
|
| 161 |
Sets the flag FLAG_NO_SKILL_IDENT. |
| 162 |
See Flags section below. |
| 163 |
|
| 164 |
=item activate_on_push (0|1) (default: 1) |
| 165 |
|
| 166 |
Sets the flag FLAG_ACTIVATE_ON_PUSH. |
| 167 |
See Flags section below. |
| 168 |
|
| 169 |
=item activate_on_release (0|1) (default: 1) |
| 170 |
|
| 171 |
Sets the flag FLAG_ACTIVATE_ON_RELEASE. |
| 172 |
See Flags section below. |
| 173 |
|
| 174 |
=item editable (more than deprecated) |
| 175 |
|
| 176 |
This field had a special meaning for crossedit, which used parts |
| 177 |
of the server code for editing. Wherever you see this attribute being |
| 178 |
set in an archetype ignore it and/or remove it. No code interprets this |
| 179 |
field anymore. |
| 180 |
|
| 181 |
=back |
| 182 |
|
| 183 |
=head3 Flags |
| 184 |
|
| 185 |
Here are the effects of the flags described. |
| 186 |
|
| 187 |
=over 4 |
| 188 |
|
| 189 |
=item FLAG_NO_DROP |
| 190 |
|
| 191 |
An object can't be picked up and dropped. |
| 192 |
|
| 193 |
=item FLAG_APPLIED |
| 194 |
|
| 195 |
This flag mostly states whether this object has been 'applied' by the player. |
| 196 |
For objects that are applied by the code or have this flag set in the archetype |
| 197 |
it mostly means 'this object is active'. |
| 198 |
|
| 199 |
For example the player adjustments of the hp/sp/grace fields and inheritance |
| 200 |
of flags from objects in his inventory is toggled by this flag. |
| 201 |
|
| 202 |
=item FLAG_IS_USED_UP |
| 203 |
|
| 204 |
This flag controls whether an object is 'used up'. If it is set the 'food' field |
| 205 |
of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha |
| 206 |
it is removed. |
| 207 |
|
| 208 |
If also the flag FLAG_APPLIED is set, the 'duration' field controls whether |
| 209 |
this object is removed or not, see the Force type below for the meaning |
| 210 |
of the duration field in this context. |
| 211 |
|
| 212 |
If FLAG_APPLIED is not set the object is destroyed. |
| 213 |
|
| 214 |
=item FLAG_IS_A_TEMPLATE (internal use) |
| 215 |
|
| 216 |
This flag is set on the inventory of generators like CREATORs and CONVERTERs, |
| 217 |
or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. |
| 218 |
|
| 219 |
=item FLAG_AUTO_APPLY |
| 220 |
|
| 221 |
This flag has currently only meaning for the TREASURE type, see below. |
| 222 |
|
| 223 |
=item FLAG_ACTIVATE_ON_PUSH |
| 224 |
|
| 225 |
This flag has only meaning for objects that can be linked together |
| 226 |
with the 'connected' field and controls wether the object should |
| 227 |
be activated when the connection is 'pushed' or it is 'released'. |
| 228 |
|
| 229 |
What 'pushed' and 'released' means depends on the object that |
| 230 |
activates the connection. |
| 231 |
|
| 232 |
This flag is by default on. |
| 233 |
|
| 234 |
=item FLAG_ACTIVATE_ON_RELEASE |
| 235 |
|
| 236 |
This flag has only meaning for objects that can be linked together |
| 237 |
with the 'connected' field and controls wether the object should |
| 238 |
be activated when the connection is 'pushed' or it is 'released'. |
| 239 |
|
| 240 |
What 'pushed' and 'released' means depends on the object that |
| 241 |
activates the connection. |
| 242 |
|
| 243 |
This flag is by default on. |
| 244 |
|
| 245 |
=item FLAG_NO_STEAL |
| 246 |
|
| 247 |
When this flag is set this object can't be stolen. The flag will be |
| 248 |
resetted once the object is placed on a map. |
| 249 |
|
| 250 |
When this flag is set on a monster it can defent attempts of stealing |
| 251 |
(but in this context the flag is only used internally). |
| 252 |
|
| 253 |
=item FLAG_NO_SKILL_IDENT |
| 254 |
|
| 255 |
This flag is mostly used internal and prevents unidentified objects |
| 256 |
(objects which don't have FLAG_IDENTIFIED set) being identified by |
| 257 |
skills. |
| 258 |
|
| 259 |
This flag is used to mark objects to never being identified by a skill |
| 260 |
once a player failed to identify an object. So that multiple tries |
| 261 |
of identifying aren't more effective than one. |
| 262 |
|
| 263 |
=item FLAG_REFLECTING |
| 264 |
|
| 265 |
This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW |
| 266 |
to indicate whether this object reflects off walls. |
| 267 |
|
| 268 |
=item FLAG_REFL_SPELL |
| 269 |
|
| 270 |
This flag indicates whether something reflects spells, like spell reflecting |
| 271 |
amuletts. |
| 272 |
|
| 273 |
=back |
| 274 |
|
| 275 |
=head2 Description of type specific attributes |
| 276 |
|
| 277 |
The beginning of the headers of the following subsection |
| 278 |
are the server internal names for the objects types, see include/define.h. |
| 279 |
|
| 280 |
=head3 TRANSPORT - type 2 - Player transports |
| 281 |
|
| 282 |
This type is implemented by the transport extension and has currently no special |
| 283 |
attributes that affect it. |
| 284 |
|
| 285 |
=head3 ROD - type 3 - Rods that fire spells |
| 286 |
|
| 287 |
Rods contain spells and can be fired by a player. |
| 288 |
|
| 289 |
=over 4 |
| 290 |
|
| 291 |
=item level <number> |
| 292 |
|
| 293 |
This attribute is used for calculating the spell level that can be fired |
| 294 |
with this rod, it's also the maximum level of the spell that can be fired. |
| 295 |
The level of the spell that is being fired depends mostly on |
| 296 |
the 'use magic item' skill level of the player and 1/10 of the level of the |
| 297 |
rod is added as bonus. |
| 298 |
|
| 299 |
=item hp <number> |
| 300 |
|
| 301 |
The amount of spellpoints this rod has left. |
| 302 |
|
| 303 |
=item maxhp <number> |
| 304 |
|
| 305 |
The maximum amount of spellpoints this rod has. |
| 306 |
|
| 307 |
=item skill <skill name> |
| 308 |
|
| 309 |
This field determines which skill you need to apply this object. |
| 310 |
|
| 311 |
=back |
| 312 |
|
| 313 |
=head3 TREASURE - type 4 - Treasures |
| 314 |
|
| 315 |
This type of objects are for random treasure generation in maps. |
| 316 |
If this object is applied by a player it will replace itself with it's |
| 317 |
inventory. If it is automatically applied |
| 318 |
generate a treasure and replace itself with the generated treasure. |
| 319 |
|
| 320 |
Chests are also of this type, their treasures are generated by |
| 321 |
the auto apply code on map instantiation. |
| 322 |
|
| 323 |
=over 4 |
| 324 |
|
| 325 |
=item hp <number> |
| 326 |
|
| 327 |
The number of treasures to generate. |
| 328 |
|
| 329 |
=item exp <level> |
| 330 |
|
| 331 |
If FLAG_AUTO_APPLY is not set the exp field has no further meaning |
| 332 |
and the difficulty for the treasurecode only depends on the maps difficulty, |
| 333 |
otherwise the exp field has the following meaning: |
| 334 |
|
| 335 |
If this field is not 0 it is passed as the difficulty |
| 336 |
to the treasure generation code to determine how good, how much |
| 337 |
worth a treasure is or what bonuses it is given by the treasure code. |
| 338 |
|
| 339 |
If this field is not set or 0 the difficulty of the map is passed to the treasure |
| 340 |
generation code. |
| 341 |
|
| 342 |
=item randomitems <treasurelist> |
| 343 |
|
| 344 |
The treasurelist to use to generate the treasure which is put in the |
| 345 |
treasure objects inventory. |
| 346 |
|
| 347 |
=back |
| 348 |
|
| 349 |
=head3 POTION - type 5 - Potions for drinking and other nastynesses |
| 350 |
|
| 351 |
These objects contain a spell and will emit it on apply, which most |
| 352 |
of the time has the meaning of 'drinking'. |
| 353 |
|
| 354 |
If no resistancy field, stat field or attacktype is set and no spell |
| 355 |
is put in the potion by the sp field or the randomitems the |
| 356 |
potion will become an artifact and the artifact code decides which kind |
| 357 |
of potion will be generated. |
| 358 |
|
| 359 |
If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion |
| 360 |
will yield an explosion and hurt the player. |
| 361 |
|
| 362 |
=over 4 |
| 363 |
|
| 364 |
=item Str, Dex, Con, Int, Wis, Cha, Pow <number> |
| 365 |
|
| 366 |
These stat fields determine how many stat points the player gets |
| 367 |
when he applies this potion. |
| 368 |
|
| 369 |
If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. |
| 370 |
|
| 371 |
=item sp <number> |
| 372 |
|
| 373 |
If this field is set and the randomitems field is not set |
| 374 |
the field is interpreted as spell number, please look the right |
| 375 |
number up in common/loader.C. |
| 376 |
|
| 377 |
If this field is set the randomitems field will be unset by the |
| 378 |
map loading code. |
| 379 |
|
| 380 |
=item attacktype <attacktype> |
| 381 |
|
| 382 |
This field has some special meaning in potions, currently the |
| 383 |
bits for AT_DEPLETE and AT_GODPOWER control whethere this is a |
| 384 |
restoration potion or improvement potion. |
| 385 |
See include/attackinc.h for the bits of these types. |
| 386 |
|
| 387 |
If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION |
| 388 |
will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED |
| 389 |
set the player will be drained a random stat by inserting an ARCH_DEPLETION |
| 390 |
into him. |
| 391 |
|
| 392 |
If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. |
| 393 |
When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. |
| 394 |
|
| 395 |
=item resist_<resistancy> <number> |
| 396 |
|
| 397 |
If this stat is set and no spell is in the potion the potion |
| 398 |
will create a force that give the player this specific resistancy. |
| 399 |
The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) |
| 400 |
and the potion will last 10 times longer than the default force archetype |
| 401 |
FORCE_NAME (at the moment of this writing spell/force.arc). |
| 402 |
|
| 403 |
=item randomitems <treasurelist> |
| 404 |
|
| 405 |
The inventory/spell of the potion will be created by calling the treasure code |
| 406 |
with the treasurelist specified here. (I guess it's highly undefined what |
| 407 |
happens if there is not a spell in the potions inventory). |
| 408 |
|
| 409 |
=item on_use_yield <archetype> |
| 410 |
|
| 411 |
When this object is applied an instance of <archetype> will be created. |
| 412 |
|
| 413 |
=item subtypes <potion subtype> |
| 414 |
|
| 415 |
see include/spells.h for possible potion subtypes, there are currently 4: |
| 416 |
|
| 417 |
=over 4 |
| 418 |
|
| 419 |
=item POT_SPELL |
| 420 |
|
| 421 |
Unused, default behaiour of a potion. |
| 422 |
|
| 423 |
=item POT_DUST |
| 424 |
|
| 425 |
This potion can be thrown to cast the spell that it has in it's inventory, |
| 426 |
the behaviour is not defined if there is not a spell in the inventory and the |
| 427 |
server will log an error. |
| 428 |
|
| 429 |
=item POT_FIGURINE |
| 430 |
|
| 431 |
Unused, default behaiour of a potion. |
| 432 |
|
| 433 |
=item POT_BALM |
| 434 |
|
| 435 |
Unused, default behaiour of a potion. |
| 436 |
|
| 437 |
=back |
| 438 |
|
| 439 |
=back |
| 440 |
|
| 441 |
=head3 FOOD - type 6 - Eatable stuff |
| 442 |
|
| 443 |
This is for objects that are representing general eatables like |
| 444 |
beef or bread. |
| 445 |
|
| 446 |
The main difference between FOOD, FLESH and DRINK is that they |
| 447 |
give different messages. |
| 448 |
|
| 449 |
The specialty of FLESH is that it inherits the resistancies of the |
| 450 |
monsters it was generated in and will let dragons raise their resistancies |
| 451 |
with that. If the monster has the POISON attacktype the FLESH |
| 452 |
will change into POISON. |
| 453 |
|
| 454 |
If a player runs low on food he will grab for FOOD, DRINK and POISON |
| 455 |
and if he doesn't find any of that he will start eating FLESH. |
| 456 |
|
| 457 |
=over 4 |
| 458 |
|
| 459 |
=item title <string> |
| 460 |
|
| 461 |
If the food has a title or is cursed it is considered 'special', which means that the |
| 462 |
fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp |
| 463 |
are interpreted and have further effects on the player. |
| 464 |
|
| 465 |
The higher the food field is the longer the improvement of the player lasts |
| 466 |
(except for hp and sp). |
| 467 |
|
| 468 |
=item food <number> |
| 469 |
|
| 470 |
This is the amount of food points the player gets when he eats this. |
| 471 |
|
| 472 |
=item on_use_yield <archetype> |
| 473 |
|
| 474 |
When this object is applied an instance of <archetype> will be created. |
| 475 |
|
| 476 |
=back |
| 477 |
|
| 478 |
=head3 POISON - type 7 - Poisonous stuff |
| 479 |
|
| 480 |
This type is for objects that can poison the player when drinking. |
| 481 |
When applied it will hit the attacked with AT_POISON and will create |
| 482 |
a POISONING object in the one who was hit. |
| 483 |
|
| 484 |
=over 4 |
| 485 |
|
| 486 |
=item level <number> |
| 487 |
|
| 488 |
This field affects the propability of poisoning. The higher the level difference |
| 489 |
between the one who is hit and the poision the mose propable it is the attacked |
| 490 |
one will be poisoned. |
| 491 |
|
| 492 |
=item slaying <race> |
| 493 |
|
| 494 |
On poison this field has the usual meaning of 'slaying', when the |
| 495 |
ones race matches the slaying field the damage done by the poison |
| 496 |
is multiplied by 3. |
| 497 |
|
| 498 |
=item hp <number> |
| 499 |
|
| 500 |
This is the amount of damage the player will receive from applying this. The |
| 501 |
attacktype AT_POISON will be used to hit the player and the damage will |
| 502 |
determine the strenght, duration and depletion of stats of the poisoning. The |
| 503 |
created POISONING object which is being placed in the one who was attacked will |
| 504 |
get the damage from this field (which is maybe adjusted by slaying or the |
| 505 |
resistancies). |
| 506 |
|
| 507 |
=item food <number> |
| 508 |
|
| 509 |
1/4 of <number> will be drained from the players food. |
| 510 |
|
| 511 |
=item on_use_yield <archetype> |
| 512 |
|
| 513 |
When this object is applied an instance of <archetype> will be created. |
| 514 |
|
| 515 |
=back |
| 516 |
|
| 517 |
=head3 BOOK - type 8 - Readable books |
| 518 |
|
| 519 |
This type is basically for representing text books in the game. |
| 520 |
|
| 521 |
Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). |
| 522 |
|
| 523 |
=over 4 |
| 524 |
|
| 525 |
=item msg <text> |
| 526 |
|
| 527 |
This is the contents of the book. When this field is unset |
| 528 |
at treasure generation a random text will be inserted. |
| 529 |
|
| 530 |
=item skill <skill name> |
| 531 |
|
| 532 |
The skill required to read this book. (The most resonable |
| 533 |
skill would be literacy). |
| 534 |
|
| 535 |
=item exp <number> |
| 536 |
|
| 537 |
The experience points the player get for reading this book. |
| 538 |
|
| 539 |
=item subtype <readable subtype> |
| 540 |
|
| 541 |
This field determines the type of the readable. |
| 542 |
Please see common/readable.C in the readable_message_types table. |
| 543 |
|
| 544 |
=back |
| 545 |
|
| 546 |
=head3 CLOCK - type 9 - Clocks |
| 547 |
|
| 548 |
This type of objects just display the time when being applied. |
| 549 |
|
| 550 |
=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) |
| 551 |
|
| 552 |
This is a spell effect of a moving bolt. It moves straigt forward |
| 553 |
through the map until something blocks it. |
| 554 |
If FLAG_REFLECTING is set it even reflects on walls. |
| 555 |
|
| 556 |
FLAG_IS_TURNABLE should be set on these objects. |
| 557 |
|
| 558 |
=over 4 |
| 559 |
|
| 560 |
=item move_type <movetype> |
| 561 |
|
| 562 |
This field affects the move type with which the lightning moves through |
| 563 |
the map and which map cells will reflect or block it. |
| 564 |
|
| 565 |
=item attacktype <attacktype> |
| 566 |
|
| 567 |
The attacktype with which it hits the objects on the map. |
| 568 |
|
| 569 |
=item dam <number> |
| 570 |
|
| 571 |
The damage this bolt inflicts when it hits objects on the map. |
| 572 |
|
| 573 |
=item Dex <number> |
| 574 |
|
| 575 |
This is the fork percentage, it is reduced by 10 per fork. |
| 576 |
And the damage is halved on each fork. |
| 577 |
|
| 578 |
=item Con <number> |
| 579 |
|
| 580 |
This value is a percentage of which the forking lightning |
| 581 |
is deflected to the left. This value should be mostly used internally. |
| 582 |
|
| 583 |
=item duration <number> |
| 584 |
|
| 585 |
The duration the bolt stays on a map cell. This field is decreased each time |
| 586 |
the object is processed (see the meaning of speed and speed_left fields in |
| 587 |
the object general description). |
| 588 |
|
| 589 |
=item range <number> |
| 590 |
|
| 591 |
This is the range of the bolt, each space it advances this field is decreased. |
| 592 |
|
| 593 |
=back |
| 594 |
|
| 595 |
=head3 ARROW - type 13 - Arrows |
| 596 |
|
| 597 |
This is the type for objects that represent projectiles like arrows. |
| 598 |
The movement of THROWN_OBJs behave similar to this type. |
| 599 |
|
| 600 |
Flying arrows are stopped either when they hit something blocking |
| 601 |
(move_block) or something which is alive. |
| 602 |
If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE |
| 603 |
set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict |
| 604 |
damage with a small chance which is affected by the 'level' field of the arrow. |
| 605 |
|
| 606 |
If FLAG_REFLECTING is set on the arrow it will bounce off everything |
| 607 |
that is not alive and blocks it's movement. |
| 608 |
|
| 609 |
When an arrow is being shot it's dam, wc, attacktype, slaying fields will |
| 610 |
be saved in the sp, hp, grace and spellarg fields of the object, to restore them |
| 611 |
once the arrow has been stopped. |
| 612 |
|
| 613 |
=over 4 |
| 614 |
|
| 615 |
=item dam <number> |
| 616 |
|
| 617 |
The amount of damage that is being done to the victim that gets hit. |
| 618 |
This field is recomputed when the arrow is fired and will consist |
| 619 |
of the sum of a damage bonus (see description of the BOW type), |
| 620 |
the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field |
| 621 |
and the arrows magic field. |
| 622 |
|
| 623 |
=item wc <number> |
| 624 |
|
| 625 |
The weaponclass of the arrow, which has effect on the propability of hitting. |
| 626 |
|
| 627 |
It is recomputed when the arrow is being fired by this formula: |
| 628 |
|
| 629 |
wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) |
| 630 |
- dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod |
| 631 |
|
| 632 |
When the arrow is not being shot by an player dex_bonus and thaco_bonus and the |
| 633 |
level is not added. |
| 634 |
|
| 635 |
The wc_mod is dependend on the fire mode of the bow. For a more detailed |
| 636 |
explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. |
| 637 |
|
| 638 |
=item magic <number> |
| 639 |
|
| 640 |
This field is added to the damage of the arrow when it is shot and |
| 641 |
will also improve it's speed by 1/5 of it's value. |
| 642 |
|
| 643 |
=item attacktype <attacktype> |
| 644 |
|
| 645 |
Bitfield which decides the attacktype of the damage, see include/attackinc.h |
| 646 |
On fireing the attacktype of the bow is added to the arrows attacktype. |
| 647 |
|
| 648 |
=item level <number> (interally used) |
| 649 |
|
| 650 |
The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, |
| 651 |
see above in the ARROW description. |
| 652 |
|
| 653 |
The level is set when the arrow is fired to either the skill level or the |
| 654 |
shooters level. |
| 655 |
|
| 656 |
=item speed <number> (internal) |
| 657 |
|
| 658 |
This field shouldn't be set directly in the archetype, the arrow will get it's |
| 659 |
speed from the bow. This fields value has to be atleast 0.5 or otherwise the |
| 660 |
arrow will be stopped immediatly. |
| 661 |
|
| 662 |
On fireing the speed of the arrow is computed of 1/5 of the |
| 663 |
sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 |
| 664 |
of the bows 'dam' field is added to the speed of the arrow. |
| 665 |
|
| 666 |
The minimum speed of an arrow is 1.0. |
| 667 |
|
| 668 |
While flying the arrows speed is decreased by 0.05 each time it's moved. |
| 669 |
|
| 670 |
If the speed is above 10.0 it goes straight through the creature it hits and |
| 671 |
it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is |
| 672 |
stopped and either sticked into the victim (see weight field description) or |
| 673 |
put on it's map square (if it didn't break, see description of the food field). |
| 674 |
|
| 675 |
=item weight <number> |
| 676 |
|
| 677 |
This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) |
| 678 |
the arrow will stick in the victim it hits. Otherwise it will fall to the ground. |
| 679 |
|
| 680 |
=item food <number> |
| 681 |
|
| 682 |
The breaking percentage. 100% means: breaks on usage for sure. |
| 683 |
|
| 684 |
=item inventory (internal) |
| 685 |
|
| 686 |
If the flying/moving object has something in it's inventory and it stops, it |
| 687 |
will be replaced with it's inventory. Otherwise it will be handled as usual, |
| 688 |
which means: it will be calculated whether the arrow breaks and it will be |
| 689 |
reset for reuse. |
| 690 |
|
| 691 |
=item slaying <string> |
| 692 |
|
| 693 |
When the bow that fires this arrow has it's slaying field set it is copied |
| 694 |
to the arrows slaying field. Otherwise the arrows slaying field remains. |
| 695 |
|
| 696 |
=item move_type <movetype> (internally used) |
| 697 |
|
| 698 |
This field is set when the arrow is shot to MOVE_FLY_LOW. |
| 699 |
|
| 700 |
=item move_on <movetype> (internally used) |
| 701 |
|
| 702 |
This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. |
| 703 |
|
| 704 |
=item race <string> |
| 705 |
|
| 706 |
The race field is a unique key that assigns arrows, bows and quivers. When |
| 707 |
shooting an arrow the bows race is used to search for arrows (which have the |
| 708 |
same race as the bow) in the players inventory and will recursively search in |
| 709 |
the containers (which are applied and have the same race as the bow and the arrow). |
| 710 |
|
| 711 |
=back |
| 712 |
|
| 713 |
=head3 BOW - type 14 - Bows, those that fire ARROWs |
| 714 |
|
| 715 |
TODO, but take into account ARROW description above |
| 716 |
|
| 717 |
=head3 WEAPON - type 15 - Weapons |
| 718 |
|
| 719 |
This type is for general hack and slash weapons like swords, maces |
| 720 |
and daggers and and .... |
| 721 |
|
| 722 |
=over 4 |
| 723 |
|
| 724 |
=item weapontype <type id> |
| 725 |
|
| 726 |
decides what attackmessages are generated, see include/define.h |
| 727 |
|
| 728 |
=item attacktype <bitmask> |
| 729 |
|
| 730 |
bitfield which decides the attacktype of the damage, see include/attackinc.h |
| 731 |
|
| 732 |
=item dam <number> |
| 733 |
|
| 734 |
amount of damage being done with the attacktype |
| 735 |
|
| 736 |
=item item_power <level> |
| 737 |
|
| 738 |
the itempower of this weapon. |
| 739 |
|
| 740 |
=item name |
| 741 |
|
| 742 |
the name of the weapon. |
| 743 |
|
| 744 |
=item level (internal) |
| 745 |
|
| 746 |
The improvement state of the weapon. |
| 747 |
If this field is greater than 0 the 'name' field starts with the |
| 748 |
characters name who improved this weapon. |
| 749 |
|
| 750 |
=item last_eat (internal) |
| 751 |
|
| 752 |
seems to be the amount of improvements of a weapon, |
| 753 |
the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): |
| 754 |
|
| 755 |
((who->level / 5) + 5) >= op->last_eat |
| 756 |
|
| 757 |
=item last_sp |
| 758 |
|
| 759 |
the weapon speed (see magic description) |
| 760 |
|
| 761 |
=item food <number> |
| 762 |
|
| 763 |
addition to food regeneration of the player |
| 764 |
|
| 765 |
=item hp <number> |
| 766 |
|
| 767 |
addition to health regeneration |
| 768 |
|
| 769 |
=item sp <number> |
| 770 |
|
| 771 |
addition to mana regeneration |
| 772 |
|
| 773 |
=item grace <number> |
| 774 |
|
| 775 |
addititon to grace regeneration |
| 776 |
|
| 777 |
=item gen_sp_armour <number> |
| 778 |
|
| 779 |
the players gen_sp_armour field (which is per default 10) is added the <number> amount. |
| 780 |
gen_sp_armour seems to be a factor with which gen_sp in do_some_living() |
| 781 |
is multiplied: gen_sp *= 10/<number> |
| 782 |
meaning: values > 10 of gen_sp_armour limits the amout of regenerated |
| 783 |
spellpoints. |
| 784 |
|
| 785 |
generally this field on weapons is in ranges of 1-30 and decides the slowdown of the |
| 786 |
sp regeneration. |
| 787 |
|
| 788 |
=item body_<body slot/part> |
| 789 |
|
| 790 |
the part of the body you need to use this weapon, possible values should be |
| 791 |
looked up in common/item.C at body_locations. |
| 792 |
|
| 793 |
=item resist_<resistnacy> <number> |
| 794 |
|
| 795 |
this is the factor with which the difference of the players resistancy and 100% |
| 796 |
is multiplied, something like this: |
| 797 |
|
| 798 |
additional_resistancy = (100 - current_resistanct) * (<number>/100) |
| 799 |
|
| 800 |
if <number> is negative it is added to the total vulnerabilities, |
| 801 |
and later the total resistance is decided by: |
| 802 |
|
| 803 |
'total resistance = total protections - total vulnerabilities' |
| 804 |
|
| 805 |
see also common/living.C:fix_player |
| 806 |
|
| 807 |
=item patch_(attuned|repelled|denied) |
| 808 |
|
| 809 |
this field modifies the pathes the player is attuned to, see include/spells.h PATH_* |
| 810 |
for the pathes. |
| 811 |
|
| 812 |
=item luck <number> |
| 813 |
|
| 814 |
this luck is added to the players luck |
| 815 |
|
| 816 |
=item move_type |
| 817 |
|
| 818 |
if the weapon has a move_type set the player inherits it's move_type |
| 819 |
|
| 820 |
=item exp <number> |
| 821 |
|
| 822 |
the added_speed and bonus_speed of the player is raised by <number>/3. |
| 823 |
if <number> < 0 then the added_speed is decreased by <number> |
| 824 |
|
| 825 |
=item weight |
| 826 |
|
| 827 |
the weight of the weapon |
| 828 |
|
| 829 |
=item magic |
| 830 |
|
| 831 |
the magic field affects the amounts of the following fields: |
| 832 |
|
| 833 |
- wc : the players wc is adjusted by: player->wc -= (wc + magic) |
| 834 |
|
| 835 |
- ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 |
| 836 |
|
| 837 |
- dam: the players dam is adjusted by: player->dam += (dam + magic) |
| 838 |
|
| 839 |
- weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 |
| 840 |
(minium is 0) |
| 841 |
|
| 842 |
=item ac <number> |
| 843 |
|
| 844 |
the amount of ac points the player's ac is decreased when applying this object. |
| 845 |
|
| 846 |
=item wc <number> |
| 847 |
|
| 848 |
the amount of wc points the player's wc is decreased when applying this object. |
| 849 |
|
| 850 |
=back |
| 851 |
|
| 852 |
=head4 Player inherits following flags from weapons: |
| 853 |
|
| 854 |
FLAG_LIFESAVE |
| 855 |
FLAG_REFL_SPELL |
| 856 |
FLAG_REFL_MISSILE |
| 857 |
FLAG_STEALTH |
| 858 |
FLAG_XRAYS |
| 859 |
FLAG_BLIND |
| 860 |
FLAG_SEE_IN_DARK |
| 861 |
FLAG_UNDEAD |
| 862 |
|
| 863 |
=head3 GRIMREAPER - type 28 - Grimreapers |
| 864 |
|
| 865 |
These type are mostly used for monsters, they give the |
| 866 |
monster the ability to dissapear after 10 hits with AT_DRAIN. |
| 867 |
|
| 868 |
=over 4 |
| 869 |
|
| 870 |
=item value <number> |
| 871 |
|
| 872 |
This field stores the hits the monster did yet. |
| 873 |
|
| 874 |
=back |
| 875 |
|
| 876 |
=head3 CREATOR - type 42 - Object creators |
| 877 |
|
| 878 |
Once a creator is activated by a connection it creates a number of objects |
| 879 |
(cloned from it's inventory or a new archetype from the other_arch slot). |
| 880 |
|
| 881 |
If FLAG_LIVESAFE is set the number of uses is unlimited. |
| 882 |
|
| 883 |
=over 4 |
| 884 |
|
| 885 |
=item hp <number> |
| 886 |
|
| 887 |
If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can |
| 888 |
be used. |
| 889 |
|
| 890 |
=item speed <number> |
| 891 |
|
| 892 |
If speed is set the creator will create an object periodically, |
| 893 |
see speed and speed_left fields in general object attribute description |
| 894 |
for more details on how this period works. |
| 895 |
|
| 896 |
=item slaying <string> |
| 897 |
|
| 898 |
If set the generated object's name and |
| 899 |
title will be set to this. |
| 900 |
|
| 901 |
=item other_arch <string> |
| 902 |
|
| 903 |
If the inventory of the creator is empty objects of the |
| 904 |
archetype <string> will be generated. |
| 905 |
|
| 906 |
=item connected <number> |
| 907 |
|
| 908 |
See generic object attribute section. |
| 909 |
|
| 910 |
=back |
| 911 |
|
| 912 |
=head3 DRINK - type 54 - Drinkable stuff |
| 913 |
|
| 914 |
See FOOD description. |
| 915 |
|
| 916 |
=head3 CHECK_INV - type 64 - Inventory checkers |
| 917 |
|
| 918 |
This object checks whether the player has a specific item in his |
| 919 |
inventory when he moves above the inventory checker. If the player has |
| 920 |
the item (or not, which can be controlled with a flag) a connection will be triggered. |
| 921 |
|
| 922 |
If you set move_block you can deny players and monsters to reach the space where |
| 923 |
the inventory checker is on, see 'move_block' description below. |
| 924 |
|
| 925 |
The conditions specified by hp, slaying and race are concationated with OR. |
| 926 |
So matching one of those conditions is enough. |
| 927 |
|
| 928 |
=over 4 |
| 929 |
|
| 930 |
=item move_block <move type bitmask> |
| 931 |
|
| 932 |
If you set this field to block a movetype the move code will block any moves |
| 933 |
onto the space with the inventory checker, IF the moving object doesn't have |
| 934 |
(or has - if last_sp = 0) the item that the checker is searching for. |
| 935 |
|
| 936 |
=item last_sp (0|1) |
| 937 |
|
| 938 |
If last_sp is 1 'having' the item that is being checked for will |
| 939 |
activate the connection or make the space with the checker non-blocking. |
| 940 |
If last_sp is 0 'not having' the item will activate the connection |
| 941 |
or make the space with the checker non-blocking. |
| 942 |
|
| 943 |
=item last_heal (0|1) |
| 944 |
|
| 945 |
If last_heal is 1 the matching item will be removed if the inventory checker |
| 946 |
activates a connection and finds the item in the inventory. |
| 947 |
|
| 948 |
(A inventory checker that blocks a space won't remove anything from inventories) |
| 949 |
|
| 950 |
=item hp <number> |
| 951 |
|
| 952 |
If this field is not 0 the inventory checker will search for an object |
| 953 |
with the type id <number>. |
| 954 |
|
| 955 |
=item slaying <string> |
| 956 |
|
| 957 |
If this field is set the inventory checker will search for an object that |
| 958 |
has the same string in the slaying field (for example a key string of a key). |
| 959 |
|
| 960 |
=item race <string> |
| 961 |
|
| 962 |
If this field is set the inventory checker will search for an object which |
| 963 |
has the archetype name that matches <string>. |
| 964 |
|
| 965 |
=item connected <connection id> |
| 966 |
|
| 967 |
This is the connection that will be activated. The connection is |
| 968 |
'pushed' when someone enters the space with the inventory checker, |
| 969 |
and it is 'released' when he leaves it. |
| 970 |
|
| 971 |
See also the description of the connected field in the generic object attribute |
| 972 |
section. |
| 973 |
|
| 974 |
=back |
| 975 |
|
| 976 |
=head3 FLESH - type 72 - Organs and body parts |
| 977 |
|
| 978 |
See FOOD description. |
| 979 |
|
| 980 |
=head3 MISC_OBJECT - type 79 - Misc. objects |
| 981 |
|
| 982 |
A type for any object that has no special behaviour. |
| 983 |
|
| 984 |
=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators |
| 985 |
|
| 986 |
This type of objects multiplies objects that are above it when it is activated. |
| 987 |
You can even multiply by 0, which will destroy the object. |
| 988 |
|
| 989 |
=over 4 |
| 990 |
|
| 991 |
=item level <number> |
| 992 |
|
| 993 |
The multiplicator, if set to 0 or lower it will destroy the objects above it. |
| 994 |
|
| 995 |
=item other_arch <string> |
| 996 |
|
| 997 |
The archetype name of the objects which will be multiplied. |
| 998 |
|
| 999 |
=item connected <number> |
| 1000 |
|
| 1001 |
See generic object attribute section. |
| 1002 |
|
| 1003 |
=back |
| 1004 |
|
| 1005 |
=head3 HOLE - type 94 - Holes |
| 1006 |
|
| 1007 |
Holes are holes in the ground where objects can fall through. When the hole |
| 1008 |
opens and/or is completly open all objects above it fall through (more |
| 1009 |
precisely: if their head is above the hole). |
| 1010 |
|
| 1011 |
When the HOLE is activated it's speed is set to 0.5. |
| 1012 |
|
| 1013 |
Trapdoors can only transfer the one who falls through to other coordinates |
| 1014 |
on the B<same> map. |
| 1015 |
|
| 1016 |
=over 4 |
| 1017 |
|
| 1018 |
=item maxsp (0|1) |
| 1019 |
|
| 1020 |
This field negates the state of the connection: When maxsp is 1 the pit will |
| 1021 |
open/close when the connection is deactivated. Otherwise it will open/close |
| 1022 |
when the connection is activated. This field only has effect when the |
| 1023 |
connection is triggered. So if you put a closed hole on a map, and the |
| 1024 |
connection is deactivated, and maxsp is 1 the hole will remain closed until the |
| 1025 |
connection was triggered once. |
| 1026 |
|
| 1027 |
=item connected <connection id> |
| 1028 |
|
| 1029 |
This is the connection id, which lets the hole opening or closing when |
| 1030 |
activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control |
| 1031 |
at which connection state the object is activated. |
| 1032 |
|
| 1033 |
For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when |
| 1034 |
the connection is released. |
| 1035 |
|
| 1036 |
=item wc <number> (internal) |
| 1037 |
|
| 1038 |
This is an internal flag. If it is greater than 0 it means that the hole is not |
| 1039 |
yet fully open. More preciesly: this field is the animation-step and if it is |
| 1040 |
set to the 'closed' step of the animation the hole is closed and if it is on |
| 1041 |
the 'open' animation step (wc = 0), the hole is open. |
| 1042 |
|
| 1043 |
=item sp <number> |
| 1044 |
|
| 1045 |
The destination y coordinates on the same map. |
| 1046 |
|
| 1047 |
=item hp <number> |
| 1048 |
|
| 1049 |
The destination x coordinates on the same map. |
| 1050 |
|
| 1051 |
=back |
| 1052 |
|
| 1053 |
=head3 POISONING - type 105 - The poisoning of players and monsters |
| 1054 |
|
| 1055 |
This type is doing the actual damage to the ones who were attacked |
| 1056 |
via AT_POISON (or drank POISON). |
| 1057 |
|
| 1058 |
The duration is handled via the FLAG_IS_USED_UP mechanism (please look |
| 1059 |
there for details). |
| 1060 |
|
| 1061 |
=over 4 |
| 1062 |
|
| 1063 |
=item dam <number> |
| 1064 |
|
| 1065 |
Each time the poisoning is processed (which is determined by the speed and speed_left |
| 1066 |
fields, see the general object attributes above) it hits the player with |
| 1067 |
<number> damage and the AT_INTERNAL attacktype (means: it will simply |
| 1068 |
hit the player with no strings attached). |
| 1069 |
|
| 1070 |
=item food <number> |
| 1071 |
|
| 1072 |
Just a note: The posion is removed when food == 1 and not when |
| 1073 |
the whole duration is up, because the POISONING code has to remove |
| 1074 |
the poison-effects from the player before the FLAG_IS_USED_UP mechanism |
| 1075 |
deletes the POISONING object. |
| 1076 |
|
| 1077 |
=back |
| 1078 |
|
| 1079 |
=head3 FORCE - type 114 - Forces |
| 1080 |
|
| 1081 |
Forces are a very 'thin' type. They don't have much behaviour other than |
| 1082 |
disappearing after a time and/or affecting the player if they are in his |
| 1083 |
inventory. |
| 1084 |
|
| 1085 |
Forces only take effect on the player if they have set FLAG_APPLIED. |
| 1086 |
|
| 1087 |
Whether the duration field is processed or not a tick is controlled via the |
| 1088 |
speed and speed_left field. Look above at the generic description of these |
| 1089 |
fields. |
| 1090 |
|
| 1091 |
NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field |
| 1092 |
like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches |
| 1093 |
0 before duration and FLAG_APPLIED is set, the force will last for 'duration'. |
| 1094 |
If the FLAG_APPLIED is not set the force is removed when food reaches 0. |
| 1095 |
Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. |
| 1096 |
|
| 1097 |
=over 4 |
| 1098 |
|
| 1099 |
=item duration |
| 1100 |
|
| 1101 |
While this field is greater than 0 the force/object is not destroyed. It is |
| 1102 |
decreased each tick by 1. |
| 1103 |
|
| 1104 |
If it reaches 0 the force/object is destroyed. |
| 1105 |
|
| 1106 |
This field can have this meaning for B<any> object if that object has |
| 1107 |
FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP |
| 1108 |
what happens then. |
| 1109 |
|
| 1110 |
=back |
| 1111 |
|
| 1112 |
=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) |
| 1113 |
|
| 1114 |
This object is generated by the POTION code when the potion is a resistance |
| 1115 |
giving potion. It has mainly the same behaviour as a FORCE. |
| 1116 |
|
| 1117 |
The specialty of the potion effect is that the resistancy it gives is absolute, |
| 1118 |
so if you drin a resistancy potion of fire+60 you will get 60% resistancy to |
| 1119 |
fire. |
| 1120 |
|
| 1121 |
Multiple potion effects only give you the maximum of their resistancy. |