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Revision: 1.10
Committed: Wed Dec 20 02:15:49 2006 UTC (17 years, 5 months ago) by elmex
Branch: MAIN
Changes since 1.9: +65 -0 lines
Log Message:
documented CLOCK and LIGHTNING, FLAG_REFLECTING and FLAG_REFL_SPELL.
and discovered that LIGHTNING is mostly unused, most spells use subtypes to
indicate bolt spells (the actual lightnings are not of type LIGHTNING).

File Contents

# User Rev Content
1 elmex 1.1 =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 elmex 1.2 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 elmex 1.4 =item speed <number>
80 elmex 1.2
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 elmex 1.7 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 elmex 1.2 =item no_drop (0|1)
104    
105 elmex 1.4 Sets the flag FLAG_NO_DROP.
106     See Flags section below.
107 elmex 1.2
108     =item applied (0|1)
109    
110 elmex 1.4 Sets the flag FLAG_APPLIED.
111     See Flags section below.
112 elmex 1.2
113     =item is_used_up (0|1)
114    
115 elmex 1.4 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 elmex 1.2
123 elmex 1.8 =item no_steal (0|1)
124    
125     Sets the flag FLAG_NO_STEAL.
126     See Flags section below.
127    
128 elmex 1.10 =item reflecting (0|1)
129    
130     Sets the flag FLAG_REFLECTING.
131     See Flags section below.
132    
133     =item reflect_spell (0|1)
134    
135     Sets the flag FLAG_REFL_SPELL.
136     See Flags section below.
137    
138 elmex 1.9 =item no_skill_ident (0|1)
139    
140     Sets the flag FLAG_NO_SKILL_IDENT.
141     See Flags section below.
142    
143 elmex 1.5 =item activate_on_push (0|1) (default: 1)
144    
145     Sets the flag FLAG_ACTIVATE_ON_PUSH.
146     See Flags section below.
147    
148     =item activate_on_release (0|1) (default: 1)
149    
150     Sets the flag FLAG_ACTIVATE_ON_RELEASE.
151     See Flags section below.
152    
153 elmex 1.2 =item editable (more than deprecated)
154    
155     This field had a special meaning for crossedit, which used parts
156     of the server code for editing. Wherever you see this attribute being
157     set in an archetype ignore it and/or remove it. No code interprets this
158     field anymore.
159    
160     =back
161    
162     =head3 Flags
163    
164     Here are the effects of the flags described.
165    
166 elmex 1.1 =over 4
167    
168 elmex 1.2 =item FLAG_NO_DROP
169    
170     An object can't be picked up and dropped.
171    
172     =item FLAG_APPLIED
173    
174     This flag mostly states whether this object has been 'applied' by the player.
175     For objects that are applied by the code or have this flag set in the archetype
176     it mostly means 'this object is active'.
177    
178     For example the player adjustments of the hp/sp/grace fields and inheritance
179     of flags from objects in his inventory is toggled by this flag.
180    
181     =item FLAG_IS_USED_UP
182    
183     This flag controls whether an object is 'used up'. If it is set the 'food' field
184     of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
185     it is removed.
186    
187     If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
188     this object is removed or not, see the Force type below for the meaning
189     of the duration field in this context.
190    
191 elmex 1.3 If FLAG_APPLIED is not set the object is destroyed.
192    
193 elmex 1.4 =item FLAG_IS_A_TEMPLATE (internal use)
194    
195     This flag is set on the inventory of generators like CREATORs and CONVERTERs,
196     or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
197    
198     =item FLAG_AUTO_APPLY
199    
200     This flag has currently only meaning for the TREASURE type, see below.
201    
202 elmex 1.5 =item FLAG_ACTIVATE_ON_PUSH
203    
204     This flag has only meaning for objects that can be linked together
205     with the 'connected' field and controls wether the object should
206     be activated when the connection is 'pushed' or it is 'released'.
207    
208     This flag is by default on.
209    
210     =item FLAG_ACTIVATE_ON_RELEASE
211    
212     This flag has only meaning for objects that can be linked together
213     with the 'connected' field and controls wether the object should
214     be activated when the connection is 'pushed' or it is 'released'.
215    
216     This flag is by default on.
217    
218 elmex 1.8 =item FLAG_NO_STEAL
219    
220     When this flag is set this object can't be stolen. The flag will be
221     resetted once the object is placed on a map.
222    
223     When this flag is set on a monster it can defent attempts of stealing
224     (but in this context the flag is only used internally).
225    
226 elmex 1.9 =item FLAG_NO_SKILL_IDENT
227    
228     This flag is mostly used internal and prevents unidentified objects
229     (objects which don't have FLAG_IDENTIFIED set) being identified by
230     skills.
231    
232     This flag is used to mark objects to never being identified by a skill
233     once a player failed to identify an object. So that multiple tries
234     of identifying aren't more effective than one.
235    
236 elmex 1.10 =item FLAG_REFLECTING
237    
238     This flag is used by spell effects, LIGHTNING, THROWN_OBJ and ARROW
239     to indicate whether this object reflects off walls.
240    
241     =item FLAG_REFL_SPELL
242    
243     This flag indicates whether something reflects spells, like spell reflecting
244     amuletts.
245    
246 elmex 1.1 =back
247    
248     =head2 Description of type specific attributes
249    
250     The beginning of the headers of the following subsection
251     are the server internal names for the objects types, see include/define.h.
252    
253 elmex 1.4 =head3 TRANSPORT - type 2 - Player transports
254    
255     This type is implemented by the transport extension and has currently no special
256     attributes that affect it.
257    
258     =head3 ROD - type 3 - Rods that fire spells
259    
260     Rods contain spells and can be fired by a player.
261    
262     =over 4
263    
264     =item level <number>
265    
266     This attribute is used for calculating the spell level that can be fired
267     with this rod, it's also the maximum level of the spell that can be fired.
268     The level of the spell that is being fired depends mostly on
269     the 'use magic item' skill level of the player and 1/10 of the level of the
270     rod is added as bonus.
271    
272     =item hp <number>
273    
274     The amount of spellpoints this rod has left.
275    
276     =item maxhp <number>
277    
278     The maximum amount of spellpoints this rod has.
279    
280     =item skill <skill name>
281    
282     This field determines which skill you need to apply this object.
283    
284     =back
285    
286     =head3 TREASURE - type 4 - Treasures
287    
288     This type of objects are for random treasure generation in maps.
289     If this object is applied by a player it will replace itself with it's
290     inventory. If it is automatically applied
291     generate a treasure and replace itself with the generated treasure.
292    
293     Chests are also of this type, their treasures are generated by
294     the auto apply code on map instantiation.
295    
296     =over 4
297    
298     =item hp <number>
299    
300     The number of treasures to generate.
301    
302     =item exp <level>
303    
304     If FLAG_AUTO_APPLY is not set the exp field has no further meaning
305     and the difficulty for the treasurecode only depends on the maps difficulty,
306     otherwise the exp field has the following meaning:
307    
308     If this field is not 0 it is passed as the difficulty
309     to the treasure generation code to determine how good, how much
310     worth a treasure is or what bonuses it is given by the treasure code.
311    
312     If this field is not set or 0 the difficulty of the map is passed to the treasure
313     generation code.
314    
315     =item randomitems <treasurelist>
316    
317     The treasurelist to use to generate the treasure which is put in the
318     treasure objects inventory.
319    
320     =back
321    
322     =head3 POTION - type 5 - Potions for drinking and other nastynesses
323    
324     These objects contain a spell and will emit it on apply, which most
325     of the time has the meaning of 'drinking'.
326    
327     If no resistancy field, stat field or attacktype is set and no spell
328     is put in the potion by the sp field or the randomitems the
329     potion will become an artifact and the artifact code decides which kind
330     of potion will be generated.
331    
332     If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
333     will yield an explosion and hurt the player.
334    
335     =over 4
336    
337     =item Str, Dex, Con, Int, Wis, Cha, Pow <number>
338    
339     These stat fields determine how many stat points the player gets
340     when he applies this potion.
341    
342     If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
343    
344     =item sp <number>
345    
346     If this field is set and the randomitems field is not set
347     the field is interpreted as spell number, please look the right
348     number up in common/loader.C.
349    
350     If this field is set the randomitems field will be unset by the
351     map loading code.
352    
353     =item attacktype <attacktype>
354    
355     This field has some special meaning in potions, currently the
356     bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
357     restoration potion or improvement potion.
358     See include/attackinc.h for the bits of these types.
359    
360     If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
361     will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
362     set the player will be drained a random stat by inserting an ARCH_DEPLETION
363     into him.
364    
365     If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
366     When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
367    
368     =item resist_<resistancy> <number>
369    
370     If this stat is set and no spell is in the potion the potion
371     will create a force that give the player this specific resistancy.
372     The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
373     and the potion will last 10 times longer than the default force archetype
374     FORCE_NAME (at the moment of this writing spell/force.arc).
375    
376     =item randomitems <treasurelist>
377    
378     The inventory/spell of the potion will be created by calling the treasure code
379     with the treasurelist specified here. (I guess it's highly undefined what
380     happens if there is not a spell in the potions inventory).
381    
382     =item on_use_yield <archetype>
383 elmex 1.3
384 elmex 1.7 When this object is applied an instance of <archetype> will be created.
385 elmex 1.3
386 elmex 1.4 =item subtypes <potion subtype>
387 elmex 1.3
388 elmex 1.4 see include/spells.h for possible potion subtypes, there are currently 4:
389 elmex 1.3
390     =over 4
391    
392 elmex 1.4 =item POT_SPELL
393    
394     Unused, default behaiour of a potion.
395    
396     =item POT_DUST
397    
398     This potion can be thrown to cast the spell that it has in it's inventory,
399     the behaviour is not defined if there is not a spell in the inventory and the
400     server will log an error.
401    
402     =item POT_FIGURINE
403    
404     Unused, default behaiour of a potion.
405 elmex 1.3
406 elmex 1.4 =item POT_BALM
407 elmex 1.3
408 elmex 1.4 Unused, default behaiour of a potion.
409 elmex 1.3
410 elmex 1.4 =back
411 elmex 1.3
412     =back
413    
414 elmex 1.7 =head3 FOOD - type 6 - Eatable stuff
415    
416     This is for objects that are representing general eatables like
417     beef or bread.
418    
419     The main difference between FOOD, FLESH and DRINK is that they
420     give different messages.
421    
422     The specialty of FLESH is that it inherits the resistancies of the
423     monsters it was generated in and will let dragons raise their resistancies
424 elmex 1.8 with that. If the monster has the POISON attacktype the FLESH
425     will change into POISON.
426 elmex 1.7
427     If a player runs low on food he will grab for FOOD, DRINK and POISON
428     and if he doesn't find any of that he will start eating FLESH.
429    
430     =over 4
431    
432     =item title <string>
433    
434     If the food has a title or is cursed it is considered 'special', which means that the
435     fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
436     are interpreted and have further effects on the player.
437    
438     The higher the food field is the longer the improvement of the player lasts
439     (except for hp and sp).
440    
441     =item food <number>
442    
443     This is the amount of food points the player gets when he eats this.
444    
445     =item on_use_yield <archetype>
446    
447     When this object is applied an instance of <archetype> will be created.
448    
449     =back
450    
451 elmex 1.8 =head3 POISON - type 7 - Poisonous stuff
452    
453     This type is for objects that can poison the player when drinking.
454     When applied it will hit the attacked with AT_POISON and will create
455     a POISONING object in the one who was hit.
456    
457     =over 4
458    
459     =item level <number>
460    
461     This field affects the propability of poisoning. The higher the level difference
462     between the one who is hit and the poision the mose propable it is the attacked
463     one will be poisoned.
464    
465     =item slaying <race>
466    
467     On poison this field has the usual meaning of 'slaying', when the
468     ones race matches the slaying field the damage done by the poison
469     is multiplied by 3.
470    
471     =item hp <number>
472    
473     This is the amount of damage the player will receive from applying this. The
474     attacktype AT_POISON will be used to hit the player and the damage will
475     determine the strenght, duration and depletion of stats of the poisoning. The
476     created POISONING object which is being placed in the one who was attacked will
477     get the damage from this field (which is maybe adjusted by slaying or the
478     resistancies).
479    
480     =item food <number>
481    
482     1/4 of <number> will be drained from the players food.
483    
484     =item on_use_yield <archetype>
485    
486     When this object is applied an instance of <archetype> will be created.
487    
488     =back
489    
490 elmex 1.9 =head3 BOOK - type 8 - Readable books
491    
492     This type is basically for representing text books in the game.
493    
494     Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495    
496     =over 4
497    
498     =item msg <text>
499    
500     This is the contents of the book. When this field is unset
501     at treasure generation a random text will be inserted.
502    
503     =item skill <skill name>
504    
505     The skill required to read this book. (The most resonable
506     skill would be literacy).
507    
508     =item exp <number>
509    
510     The experience points the player get for reading this book.
511    
512     =item subtype <readable subtype>
513    
514     This field determines the type of the readable.
515     Please see common/readable.C in the readable_message_types table.
516    
517     =back
518    
519 elmex 1.10 =head3 CLOCK - type 9 - Clocks
520    
521     This type of objects just display the time when being applied.
522    
523     =head3 LIGHTNING - type 12 - Lightnings
524    
525     This is a spell effect of a moving bolt. It moves straigt forward
526     through the map until something blocks it.
527     If FLAG_REFLECTING is set it even reflects on walls.
528    
529     FLAG_IS_TURNABLE should be set on these objects.
530    
531     =over 4
532    
533     =item attacktype <attacktype>
534    
535     The attacktype with which it hits the objects on the map.
536    
537     =item dam <number>
538    
539     The damage this bolt inflicts when it hits objects on the map.
540    
541     =item Dex <number>
542    
543     This is the fork percentage, it is reduced by 10 per fork.
544     And the damage is halved on each fork.
545    
546     =item Con <number>
547    
548     This value is a percentage of which the forking lightning
549     is deflected to the left. This value should be mostly used internally.
550    
551     =item duration <number>
552    
553     The duration the bolt stays on a map cell. This field is decreased each time
554     the object is processed (see the meaning of speed and speed_left fields in
555     the object general description).
556    
557     =item range <number>
558    
559     This is the range of the bolt, each space it advances this field is decreased.
560    
561     =back
562    
563    
564 elmex 1.1 =head3 WEAPON - type 15 - Weapons
565    
566     This type is for general hack and slash weapons like swords, maces
567     and daggers and and ....
568    
569     =over 4
570    
571     =item weapontype <type id>
572    
573     decides what attackmessages are generated, see include/define.h
574    
575     =item attacktype <bitmask>
576    
577     bitfield which decides the attacktype of the damage, see include/attackinc.h
578    
579 elmex 1.2 =item dam <number>
580 elmex 1.1
581     amount of damage being done with the attacktype
582    
583     =item item_power <level>
584    
585     the itempower of this weapon.
586    
587     =item name
588    
589     the name of the weapon.
590    
591     =item level (internal)
592    
593     The improvement state of the weapon.
594     If this field is greater than 0 the 'name' field starts with the
595     characters name who improved this weapon.
596    
597     =item last_eat (internal)
598    
599     seems to be the amount of improvements of a weapon,
600     the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
601    
602     ((who->level / 5) + 5) >= op->last_eat
603    
604     =item last_sp
605    
606     the weapon speed (see magic description)
607    
608 elmex 1.2 =item food <number>
609 elmex 1.1
610     addition to food regeneration of the player
611    
612 elmex 1.2 =item hp <number>
613 elmex 1.1
614     addition to health regeneration
615    
616 elmex 1.2 =item sp <number>
617 elmex 1.1
618     addition to mana regeneration
619    
620 elmex 1.2 =item grace <number>
621 elmex 1.1
622     addititon to grace regeneration
623    
624 elmex 1.2 =item gen_sp_armour <number>
625 elmex 1.1
626 elmex 1.2 the players gen_sp_armour field (which is per default 10) is added the <number> amount.
627 elmex 1.1 gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
628 elmex 1.2 is multiplied: gen_sp *= 10/<number>
629 elmex 1.1 meaning: values > 10 of gen_sp_armour limits the amout of regenerated
630     spellpoints.
631    
632     generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
633     sp regeneration.
634    
635     =item body_<body slot/part>
636    
637     the part of the body you need to use this weapon, possible values should be
638     looked up in common/item.C at body_locations.
639    
640 elmex 1.2 =item resist_<resistnacy> <number>
641 elmex 1.1
642     this is the factor with which the difference of the players resistancy and 100%
643     is multiplied, something like this:
644    
645 elmex 1.2 additional_resistancy = (100 - current_resistanct) * (<number>/100)
646 elmex 1.1
647 elmex 1.2 if <number> is negative it is added to the total vulnerabilities,
648 elmex 1.1 and later the total resistance is decided by:
649    
650     'total resistance = total protections - total vulnerabilities'
651    
652     see also common/living.C:fix_player
653    
654     =item patch_(attuned|repelled|denied)
655    
656     this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
657     for the pathes.
658    
659 elmex 1.2 =item luck <number>
660 elmex 1.1
661     this luck is added to the players luck
662    
663     =item move_type
664    
665     if the weapon has a move_type set the player inherits it's move_type
666    
667 elmex 1.2 =item exp <number>
668 elmex 1.1
669 elmex 1.2 the added_speed and bonus_speed of the player is raised by <number>/3.
670     if <number> < 0 then the added_speed is decreased by <number>
671 elmex 1.1
672     =item weight
673    
674     the weight of the weapon
675    
676     =item magic
677    
678     the magic field affects the amounts of the following fields:
679    
680     - wc : the players wc is adjusted by: player->wc -= (wc + magic)
681    
682     - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
683    
684     - dam: the players dam is adjusted by: player->dam += (dam + magic)
685    
686     - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
687     (minium is 0)
688    
689 elmex 1.2 =item ac <number>
690 elmex 1.1
691     the amount of ac points the player's ac is decreased
692    
693 elmex 1.2 =item wc <number>
694 elmex 1.1
695 elmex 1.4 the amount of wc points the player's wc is decreased
696 elmex 1.1
697     =back
698    
699     =head4 Player inherits following flags from weapons:
700    
701 elmex 1.4 FLAG_LIFESAVE
702     FLAG_REFL_SPELL
703     FLAG_REFL_MISSILE
704     FLAG_STEALTH
705     FLAG_XRAYS
706     FLAG_BLIND
707     FLAG_SEE_IN_DARK
708     FLAG_UNDEAD
709    
710 elmex 1.7 =head3 DRINK - type 54 - Drinkable stuff
711    
712     See FOOD description.
713    
714 elmex 1.6 =head3 CHECK_INV - type 64 - Inventory checkers
715    
716     This object checks whether the player has a specific item in his
717     inventory when he moves above the inventory checker. If the player has
718     the item (or not, which can be controlled with a flag) a connection will be triggered.
719    
720     If you set move_block you can deny players and monsters to reach the space where
721     the inventory checker is on, see 'move_block' description below.
722    
723     The conditions specified by hp, slaying and race are concationated with OR.
724     So matching one of those conditions is enough.
725    
726     =over 4
727    
728     =item move_block <move type bitmask>
729    
730     If you set this field to block a movetype the move code will block any moves
731     onto the space with the inventory checker, IF the moving object doesn't have
732     (or has - if last_sp = 0) the item that the checker is searching for.
733    
734     =item last_sp (0|1)
735    
736     If last_sp is 1 'having' the item that is being checked for will
737     activate the connection or make the space with the checker non-blocking.
738     If last_sp is 0 'not having' the item will activate the connection
739     or make the space with the checker non-blocking.
740    
741     =item last_heal (0|1)
742    
743     If last_heal is 1 the matching item will be removed if the inventory checker
744     activates a connection and finds the item in the inventory.
745    
746     (A inventory checker that blocks a space won't remove anything from inventories)
747    
748     =item hp <number>
749    
750     If this field is not 0 the inventory checker will search for an object
751     with the type id <number>.
752    
753     =item slaying <string>
754    
755     If this field is set the inventory checker will search for an object that
756     has the same string in the slaying field (for example a key string of a key).
757    
758     =item race <string>
759    
760     If this field is set the inventory checker will search for an object which
761     has the archetype name that matches <string>.
762    
763     =item connected <connection id>
764    
765     This is the connection that will be activated.
766    
767     =back
768    
769 elmex 1.7 =head3 FLESH - type 72 - Organs and body parts
770    
771     See FOOD description.
772    
773 elmex 1.5 =head3 HOLE - type 94 - Holes
774    
775     Holes are holes in the ground where objects can fall through. When the hole
776     opens and/or is completly open all objects above it fall through (more
777     precisely: if their head is above the hole).
778    
779     Trapdoors can only transfer the one who falls through to other coordinates
780     on the B<same> map.
781    
782     =over 4
783    
784     =item maxsp (0|1)
785    
786     This field negates the state of the connection: When maxsp is 1 the pit will
787     open/close when the connection is deactivated. Otherwise it will open/close
788     when the connection is activated. This field only has effect when the
789     connection is triggered. So if you put a closed hole on a map, and the
790     connection is deactivated, and maxsp is 1 the hole will remain closed until the
791     connection was triggered once.
792    
793     =item connected <connection id>
794    
795     This is the connection id, which lets the hole opening or closing when
796     activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
797     at which connection state the object is activated.
798    
799     For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
800     the connection is released.
801    
802     =item wc <number> (internal)
803    
804     This is an internal flag. If it is greater than 0 it means that the hole is not
805     yet fully open. More preciesly: this field is the animation-step and if it is
806     set to the 'closed' step of the animation the hole is closed and if it is on
807     the 'open' animation step (wc = 0), the hole is open.
808    
809     =item sp <number>
810    
811     The destination y coordinates on the same map.
812    
813     =item hp <number>
814    
815     The destination x coordinates on the same map.
816    
817     =back
818    
819 elmex 1.8 =head3 POISONING - type 105 - The poisoning of players and monsters
820    
821     This type is doing the actual damage to the ones who were attacked
822     via AT_POISON (or drank POISON).
823    
824     The duration is handled via the FLAG_IS_USED_UP mechanism (please look
825     there for details).
826    
827     =over 4
828    
829     =item dam <number>
830    
831     Each time the poisoning is processed (which is determined by the speed and speed_left
832     fields, see the general object attributes above) it hits the player with
833     <number> damage and the AT_INTERNAL attacktype (means: it will simply
834     hit the player with no strings attached).
835    
836     =item food <number>
837    
838     Just a note: The posion is removed when food == 1 and not when
839     the whole duration is up, because the POISONING code has to remove
840     the poison-effects from the player before the FLAG_IS_USED_UP mechanism
841     deletes the POISONING object.
842    
843     =back
844    
845 elmex 1.4 =head3 FORCE - type 114 - Forces
846    
847     Forces are a very 'thin' type. They don't have much behaviour other than
848 elmex 1.5 disappearing after a time and/or affecting the player if they are in his
849     inventory.
850 elmex 1.4
851     Forces only take effect on the player if they have set FLAG_APPLIED.
852    
853     Whether the duration field is processed or not a tick is controlled via the
854     speed and speed_left field. Look above at the generic description of these
855     fields.
856    
857 elmex 1.7 NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
858     like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
859     0 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
860     If the FLAG_APPLIED is not set the force is removed when food reaches 0.
861     Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
862    
863 elmex 1.4 =over 4
864    
865     =item duration
866    
867 elmex 1.5 While this field is greater than 0 the force/object is not destroyed. It is
868     decreased each tick by 1.
869 elmex 1.4
870     If it reaches 0 the force/object is destroyed.
871    
872     This field can have this meaning for B<any> object if that object has
873     FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
874     what happens then.
875    
876     =back
877    
878     =head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
879    
880 elmex 1.5 This object is generated by the POTION code when the potion is a resistance
881     giving potion. It has mainly the same behaviour as a FORCE.
882 elmex 1.4
883     The specialty of the potion effect is that the resistancy it gives is absolute,
884 elmex 1.5 so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
885     fire.
886 elmex 1.4
887     Multiple potion effects only give you the maximum of their resistancy.