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Revision: 1.16
Committed: Wed Dec 20 21:30:42 2006 UTC (17 years, 5 months ago) by elmex
Branch: MAIN
Changes since 1.15: +286 -283 lines
Log Message:
added markup for typenames and field names.

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 elmex 1.15 =head2 About the notation and terms
13    
14     The term 'archetype' stands for a collection of fields.
15     The term 'object' stands for an archetype instance.
16     The term 'field' is used for an object fields and archetype fields.
17    
18 elmex 1.16 Field names will be displayed like this: I<fieldname>
19    
20     Type names will be displayed like this: B<TYPENAME>
21    
22     Flag names will be displayer like this: FLAG_NAME
23 elmex 1.15
24 elmex 1.1 =head2 About archetypes and objects
25    
26 elmex 1.15 Archetypes are 'templates' of objects. If an object is derived
27     from an archetype the object fields will be set to the corresponding
28     fields in the archetype.
29    
30     When a map is instanciated (loaded), the 'object' description on the
31     map are considered patches of the archetype.
32    
33     This document does explain the behaviour of the objects and the meaning of
34     their fields in the server engine, which are derived from archetypes.
35    
36 elmex 1.1 This is an example of an archetype:
37    
38     Object button_trigger
39     name button
40     type 30
41     face button_sma.111
42     anim
43     button_sma.111
44     button_sma.112
45     mina
46     is_animated 0
47     exp 30
48     no_pick 1
49     walk_on 1
50     walk_off 1
51     editable 48
52     visibility 50
53     weight 1
54     end
55    
56 elmex 1.15 The first B<field> is I<name>: 'button_trigger', which basically means that
57     instances (objects) that are created/derived from this archetype have the
58     name 'button' (which means that the field I<name> of the object will be set
59     to the same value as the archetypes field I<name>).
60 elmex 1.1
61 elmex 1.15 The next field I<type> decides the behaviour of objects derived from this archetype.
62 elmex 1.1 For a comprehensive list of types see include/define.h. For this case
63     you might find a line like:
64    
65     #define TRIGGER_BUTTON        30
66    
67 elmex 1.15 The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
68     For more information on this look in the Flags subsection in the next section
69 elmex 1.1
70 elmex 1.15 The following documentation will also document the meaning of internal used
71     fields of objects. These fields are marked as (internal) and can't
72     or shouldn't be set by an archetype.
73 elmex 1.1
74 elmex 1.15 =head2 Description of (mostly) generic object fields
75 elmex 1.1
76 elmex 1.2 These are the fields that most of the objects have and/or their
77     default behaviour.
78    
79     =over 4
80    
81 elmex 1.16 =item I<name> <string>
82 elmex 1.2
83     The name of the object.
84    
85 elmex 1.16 =item I<name_pl> <string>
86 elmex 1.2
87     The name of a collection of these objects (the plural of the name).
88    
89 elmex 1.16 =item I<face> <facename>
90 elmex 1.2
91     The graphical appearance of this object.
92    
93 elmex 1.16 =item I<x> <number>
94 elmex 1.14
95     The x position of the object when it is on a map.
96    
97 elmex 1.16 =item I<y> <number>
98 elmex 1.14
99     The y position of the object when it is on a map.
100    
101 elmex 1.16 =item I<map> (internal)
102 elmex 1.14
103     The map the object is on.
104    
105 elmex 1.16 =item I<invisible> <number>
106 elmex 1.2
107     If the <number> is greater than 0 the object is invisible.
108     For players this field reflects the duration of the invisibility
109     and is decreased every tick by 1.
110    
111     For non-player objects this field is not changed by server ticks.
112    
113 elmex 1.16 =item I<speed> <number>
114 elmex 1.2
115     If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
116     on the active object list and will be processed each tick (see also speed_left!).
117    
118 elmex 1.16 If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
119 elmex 1.2 from the active object list and it won't experience any processing per tick.
120    
121 elmex 1.16 =item I<speed_left> <number>
122 elmex 1.2
123     If this field is greater than 0 and the object is on the
124     active list (mostly means it's speed is also greater than 0):
125    
126     - speed_left is decreased by 1
127     - and this object is processed and experiences a server tick.
128    
129 elmex 1.16 If the object is on the active list and I<speed_left> is lower or
130     equal to 0 the absolute value of the I<speed> is added to I<speed_left>
131 elmex 1.2 on the end of the tick.
132    
133 elmex 1.16 This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
134     the more seldom the object is processed. And the higher I<speed> is
135 elmex 1.7 the more often the object is processed.
136    
137 elmex 1.16 =item I<connected> <number>
138 elmex 1.14
139     When this field is set the object will be linked to a connection with the
140     id <number>. What happens when the connection is 'activated' depends on the
141     type of the object.
142    
143 elmex 1.16 FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
144 elmex 1.14 when to activate the object, see description of these below for further details.
145    
146 elmex 1.16 =item I<no_drop> (0|1)
147 elmex 1.2
148 elmex 1.4 Sets the flag FLAG_NO_DROP.
149     See Flags section below.
150 elmex 1.2
151 elmex 1.16 =item I<applied> (0|1)
152 elmex 1.2
153 elmex 1.4 Sets the flag FLAG_APPLIED.
154     See Flags section below.
155 elmex 1.2
156 elmex 1.16 =item I<is_used_up> (0|1)
157 elmex 1.2
158 elmex 1.4 Sets the flag FLAG_IS_USED_UP.
159     See Flags section below.
160    
161 elmex 1.16 =item I<changing> (0|1)
162 elmex 1.15
163     Sets the flag FLAG_CHANGING.
164     See Flags section below.
165    
166 elmex 1.16 =item I<auto_apply> (0|1)
167 elmex 1.4
168     Sets the flag FLAG_AUTO_APPLY.
169     See Flags section below.
170 elmex 1.2
171 elmex 1.16 =item I<no_steal> (0|1)
172 elmex 1.8
173     Sets the flag FLAG_NO_STEAL.
174     See Flags section below.
175    
176 elmex 1.16 =item I<reflecting> (0|1)
177 elmex 1.10
178     Sets the flag FLAG_REFLECTING.
179     See Flags section below.
180    
181 elmex 1.16 =item I<reflect_spell> (0|1)
182 elmex 1.10
183     Sets the flag FLAG_REFL_SPELL.
184     See Flags section below.
185    
186 elmex 1.16 =item I<no_skill_ident> (0|1)
187 elmex 1.9
188     Sets the flag FLAG_NO_SKILL_IDENT.
189     See Flags section below.
190    
191 elmex 1.16 =item I<activate_on_push> (0|1) (default: 1)
192 elmex 1.5
193     Sets the flag FLAG_ACTIVATE_ON_PUSH.
194     See Flags section below.
195    
196 elmex 1.16 =item I<activate_on_release> (0|1) (default: 1)
197 elmex 1.5
198     Sets the flag FLAG_ACTIVATE_ON_RELEASE.
199     See Flags section below.
200    
201 elmex 1.16 =item I<editable> (more than deprecated)
202 elmex 1.2
203     This field had a special meaning for crossedit, which used parts
204 elmex 1.15 of the server code for editing. Wherever you see this field being
205 elmex 1.2 set in an archetype ignore it and/or remove it. No code interprets this
206     field anymore.
207    
208     =back
209    
210     =head3 Flags
211    
212     Here are the effects of the flags described.
213    
214 elmex 1.1 =over 4
215    
216 elmex 1.2 =item FLAG_NO_DROP
217    
218     An object can't be picked up and dropped.
219    
220     =item FLAG_APPLIED
221    
222     This flag mostly states whether this object has been 'applied' by the player.
223     For objects that are applied by the code or have this flag set in the archetype
224     it mostly means 'this object is active'.
225    
226 elmex 1.16 For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
227 elmex 1.2 of flags from objects in his inventory is toggled by this flag.
228    
229     =item FLAG_IS_USED_UP
230    
231 elmex 1.16 This flag controls whether an object is 'used up'. If it is set I<food>
232     is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
233 elmex 1.2
234 elmex 1.16 If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
235     this object is removed or not, see the B<FORCE> type below for the meaning
236 elmex 1.2 of the duration field in this context.
237    
238 elmex 1.3 If FLAG_APPLIED is not set the object is destroyed.
239    
240 elmex 1.15 =item FLAG_CHANGING
241    
242 elmex 1.16 If the I<state> field of the object is 0 the object will be processed periodically
243     (if speed is set). If the I<state> field is 1 it won't be processed.
244 elmex 1.15
245 elmex 1.4 =item FLAG_IS_A_TEMPLATE (internal use)
246    
247 elmex 1.16 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
248 elmex 1.4 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
249    
250     =item FLAG_AUTO_APPLY
251    
252 elmex 1.16 This flag has currently only meaning for the B<TREASURE> type, see below.
253 elmex 1.4
254 elmex 1.5 =item FLAG_ACTIVATE_ON_PUSH
255    
256     This flag has only meaning for objects that can be linked together
257 elmex 1.16 by the I<connected> field and controls wether the object should
258 elmex 1.5 be activated when the connection is 'pushed' or it is 'released'.
259    
260 elmex 1.14 What 'pushed' and 'released' means depends on the object that
261     activates the connection.
262    
263 elmex 1.5 This flag is by default on.
264    
265     =item FLAG_ACTIVATE_ON_RELEASE
266    
267     This flag has only meaning for objects that can be linked together
268 elmex 1.16 by the I<connected> field and controls wether the object should
269 elmex 1.5 be activated when the connection is 'pushed' or it is 'released'.
270    
271 elmex 1.14 What 'pushed' and 'released' means depends on the object that
272     activates the connection.
273    
274 elmex 1.5 This flag is by default on.
275    
276 elmex 1.8 =item FLAG_NO_STEAL
277    
278     When this flag is set this object can't be stolen. The flag will be
279     resetted once the object is placed on a map.
280    
281     When this flag is set on a monster it can defent attempts of stealing
282     (but in this context the flag is only used internally).
283    
284 elmex 1.9 =item FLAG_NO_SKILL_IDENT
285    
286     This flag is mostly used internal and prevents unidentified objects
287 elmex 1.16 (objects which don't have FLAG_IDENTIFIED set) being identified
288     multiple times by skills.
289 elmex 1.9
290 elmex 1.16 This flag is used to mark objects which were unsuccessfully identified by a
291     players skill. So that multiple tries of identifying aren't more effective than
292     one.
293 elmex 1.9
294 elmex 1.10 =item FLAG_REFLECTING
295    
296 elmex 1.16 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
297 elmex 1.10 to indicate whether this object reflects off walls.
298    
299     =item FLAG_REFL_SPELL
300    
301     This flag indicates whether something reflects spells, like spell reflecting
302     amuletts.
303    
304 elmex 1.1 =back
305    
306 elmex 1.15 =head2 Description of type specific fields and behaviour
307 elmex 1.1
308     The beginning of the headers of the following subsection
309     are the server internal names for the objects types, see include/define.h.
310    
311 elmex 1.16 =head3 B<TRANSPORT> - type 2 - Player transports
312 elmex 1.4
313     This type is implemented by the transport extension and has currently no special
314 elmex 1.15 fields that affect it.
315 elmex 1.4
316 elmex 1.16 =head3 B<ROD> - type 3 - Rods that fire spells
317 elmex 1.4
318     Rods contain spells and can be fired by a player.
319    
320     =over 4
321    
322 elmex 1.16 =item I<level> <number>
323 elmex 1.4
324 elmex 1.15 This field is used for calculating the spell level that can be fired
325 elmex 1.4 with this rod, it's also the maximum level of the spell that can be fired.
326     The level of the spell that is being fired depends mostly on
327     the 'use magic item' skill level of the player and 1/10 of the level of the
328     rod is added as bonus.
329    
330 elmex 1.16 =item I<hp> <number>
331 elmex 1.4
332     The amount of spellpoints this rod has left.
333    
334 elmex 1.16 =item I<maxhp> <number>
335 elmex 1.4
336     The maximum amount of spellpoints this rod has.
337    
338 elmex 1.16 =item I<skill> <skill name>
339 elmex 1.4
340     This field determines which skill you need to apply this object.
341    
342     =back
343    
344 elmex 1.16 =head3 B<TREASURE> - type 4 - Treasures
345 elmex 1.4
346     This type of objects are for random treasure generation in maps.
347     If this object is applied by a player it will replace itself with it's
348     inventory. If it is automatically applied
349     generate a treasure and replace itself with the generated treasure.
350    
351     Chests are also of this type, their treasures are generated by
352     the auto apply code on map instantiation.
353    
354     =over 4
355    
356 elmex 1.16 =item I<hp> <number>
357 elmex 1.4
358     The number of treasures to generate.
359    
360 elmex 1.16 =item I<exp> <level>
361 elmex 1.4
362     If FLAG_AUTO_APPLY is not set the exp field has no further meaning
363     and the difficulty for the treasurecode only depends on the maps difficulty,
364     otherwise the exp field has the following meaning:
365    
366     If this field is not 0 it is passed as the difficulty
367     to the treasure generation code to determine how good, how much
368     worth a treasure is or what bonuses it is given by the treasure code.
369    
370     If this field is not set or 0 the difficulty of the map is passed to the treasure
371     generation code.
372    
373 elmex 1.16 =item I<randomitems> <treasurelist>
374 elmex 1.4
375     The treasurelist to use to generate the treasure which is put in the
376     treasure objects inventory.
377    
378     =back
379    
380 elmex 1.16 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
381 elmex 1.4
382     These objects contain a spell and will emit it on apply, which most
383     of the time has the meaning of 'drinking'.
384    
385     If no resistancy field, stat field or attacktype is set and no spell
386     is put in the potion by the sp field or the randomitems the
387     potion will become an artifact and the artifact code decides which kind
388     of potion will be generated.
389    
390     If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
391     will yield an explosion and hurt the player.
392    
393     =over 4
394    
395 elmex 1.16 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
396 elmex 1.4
397     These stat fields determine how many stat points the player gets
398     when he applies this potion.
399    
400     If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
401    
402 elmex 1.16 =item I<sp> <number>
403 elmex 1.4
404     If this field is set and the randomitems field is not set
405     the field is interpreted as spell number, please look the right
406     number up in common/loader.C.
407    
408     If this field is set the randomitems field will be unset by the
409     map loading code.
410    
411 elmex 1.16 =item I<attacktype> <attacktype>
412 elmex 1.4
413     This field has some special meaning in potions, currently the
414     bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
415     restoration potion or improvement potion.
416     See include/attackinc.h for the bits of these types.
417    
418     If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
419     will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
420     set the player will be drained a random stat by inserting an ARCH_DEPLETION
421     into him.
422    
423     If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
424     When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
425    
426 elmex 1.16 =item I<resist_RESISTANCY> <number>
427 elmex 1.4
428     If this stat is set and no spell is in the potion the potion
429     will create a force that give the player this specific resistancy.
430     The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
431     and the potion will last 10 times longer than the default force archetype
432     FORCE_NAME (at the moment of this writing spell/force.arc).
433    
434 elmex 1.16 =item I<randomitems> <treasurelist>
435 elmex 1.4
436     The inventory/spell of the potion will be created by calling the treasure code
437     with the treasurelist specified here. (I guess it's highly undefined what
438     happens if there is not a spell in the potions inventory).
439    
440 elmex 1.16 =item I<on_use_yield> <archetype>
441 elmex 1.3
442 elmex 1.7 When this object is applied an instance of <archetype> will be created.
443 elmex 1.3
444 elmex 1.16 =item I<subtypes> <potion subtype>
445 elmex 1.3
446 elmex 1.4 see include/spells.h for possible potion subtypes, there are currently 4:
447 elmex 1.3
448     =over 4
449    
450 elmex 1.4 =item POT_SPELL
451    
452     Unused, default behaiour of a potion.
453    
454     =item POT_DUST
455    
456     This potion can be thrown to cast the spell that it has in it's inventory,
457 elmex 1.16 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
458 elmex 1.4 server will log an error.
459    
460     =item POT_FIGURINE
461    
462     Unused, default behaiour of a potion.
463 elmex 1.3
464 elmex 1.4 =item POT_BALM
465 elmex 1.3
466 elmex 1.4 Unused, default behaiour of a potion.
467 elmex 1.3
468 elmex 1.4 =back
469 elmex 1.3
470     =back
471    
472 elmex 1.16 =head3 B<FOOD> - type 6 - Eatable stuff
473 elmex 1.7
474     This is for objects that are representing general eatables like
475     beef or bread.
476    
477 elmex 1.16 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
478 elmex 1.7 give different messages.
479    
480 elmex 1.16 The specialty of B<FLESH> is that it inherits the resistancies of the
481 elmex 1.7 monsters it was generated in and will let dragons raise their resistancies
482 elmex 1.16 with that. If the monster has the B<POISON> attacktype the B<FLESH>
483     will change into B<POISON>.
484 elmex 1.7
485 elmex 1.16 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
486     and if he doesn't find any of that he will start eating B<FLESH>.
487 elmex 1.7
488     =over 4
489    
490 elmex 1.16 =item I<title> <string>
491 elmex 1.7
492 elmex 1.16 If the food has B<title> set or is cursed it is considered 'special', which
493     means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
494     I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
495     on the player.
496 elmex 1.7
497 elmex 1.16 The higher the I<food> field is the longer the improvement of the player lasts
498     (except for I<hp> and I<sp>).
499 elmex 1.7
500 elmex 1.16 =item I<food> <number>
501 elmex 1.7
502     This is the amount of food points the player gets when he eats this.
503    
504 elmex 1.16 =item I<on_use_yield> <archetype>
505 elmex 1.7
506     When this object is applied an instance of <archetype> will be created.
507    
508     =back
509    
510 elmex 1.16 =head3 B<POISON> - type 7 - Poisonous stuff
511 elmex 1.8
512 elmex 1.16 This type is for objects that can poison the player when he drinks/applies it.
513 elmex 1.8 When applied it will hit the attacked with AT_POISON and will create
514 elmex 1.16 a B<POISONING> object in the one who was hit.
515 elmex 1.8
516     =over 4
517    
518 elmex 1.16 =item I<level> <number>
519 elmex 1.8
520     This field affects the propability of poisoning. The higher the level difference
521 elmex 1.16 between the one who is hit and the poision the more propable it is the attacked
522 elmex 1.8 one will be poisoned.
523    
524 elmex 1.16 =item I<slaying> <race>
525 elmex 1.8
526 elmex 1.16 This field has the usual meaning of 'slaying', when the
527     poisoned's race matches the I<slaying> field the damage done by the poison
528 elmex 1.8 is multiplied by 3.
529    
530 elmex 1.16 =item I<hp> <number>
531 elmex 1.8
532     This is the amount of damage the player will receive from applying this. The
533     attacktype AT_POISON will be used to hit the player and the damage will
534     determine the strenght, duration and depletion of stats of the poisoning. The
535 elmex 1.16 created B<POISONING> object which is being placed in the one who was attacked will
536 elmex 1.8 get the damage from this field (which is maybe adjusted by slaying or the
537     resistancies).
538    
539 elmex 1.16 =item I<food> <number>
540 elmex 1.8
541 elmex 1.16 1/4 of <number> will be drained from the players I<food>.
542 elmex 1.8
543 elmex 1.16 =item I<on_use_yield> <archetype>
544 elmex 1.8
545     When this object is applied an instance of <archetype> will be created.
546    
547     =back
548    
549 elmex 1.16 =head3 B<BOOK> - type 8 - Readable books
550 elmex 1.9
551     This type is basically for representing text books in the game.
552    
553     Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
554    
555     =over 4
556    
557 elmex 1.16 =item I<msg> <text>
558 elmex 1.9
559     This is the contents of the book. When this field is unset
560     at treasure generation a random text will be inserted.
561    
562 elmex 1.16 =item I<skill> <skill name>
563 elmex 1.9
564     The skill required to read this book. (The most resonable
565     skill would be literacy).
566    
567 elmex 1.16 =item I<exp> <number>
568 elmex 1.9
569     The experience points the player get for reading this book.
570    
571 elmex 1.16 =item I<subtype> <readable subtype>
572 elmex 1.9
573     This field determines the type of the readable.
574     Please see common/readable.C in the readable_message_types table.
575    
576     =back
577    
578 elmex 1.16 =head3 B<CLOCK> - type 9 - Clocks
579 elmex 1.10
580     This type of objects just display the time when being applied.
581    
582 elmex 1.16 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
583 elmex 1.10
584     This is a spell effect of a moving bolt. It moves straigt forward
585     through the map until something blocks it.
586     If FLAG_REFLECTING is set it even reflects on walls.
587    
588     FLAG_IS_TURNABLE should be set on these objects.
589    
590     =over 4
591    
592 elmex 1.16 =item I<move_type> <movetype>
593 elmex 1.11
594     This field affects the move type with which the lightning moves through
595     the map and which map cells will reflect or block it.
596    
597 elmex 1.16 =item I<attacktype> <attacktype>
598 elmex 1.10
599     The attacktype with which it hits the objects on the map.
600    
601 elmex 1.16 =item I<dam> <number>
602 elmex 1.10
603     The damage this bolt inflicts when it hits objects on the map.
604    
605 elmex 1.16 =item I<Dex> <number>
606 elmex 1.10
607     This is the fork percentage, it is reduced by 10 per fork.
608 elmex 1.16 And the I<dam> field is halved on each fork.
609 elmex 1.10
610 elmex 1.16 =item I<Con> (internal)
611 elmex 1.10
612     This value is a percentage of which the forking lightning
613     is deflected to the left. This value should be mostly used internally.
614    
615 elmex 1.16 =item I<duration> <number>
616 elmex 1.10
617     The duration the bolt stays on a map cell. This field is decreased each time
618 elmex 1.16 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
619     the generic object field description).
620 elmex 1.10
621 elmex 1.16 =item I<range> <number>
622 elmex 1.10
623     This is the range of the bolt, each space it advances this field is decreased.
624    
625     =back
626    
627 elmex 1.16 =head3 B<ARROW> - type 13 - Arrows
628 elmex 1.14
629     This is the type for objects that represent projectiles like arrows.
630 elmex 1.16 The movement of B<THROWN_OBJ>s behave similar to this type.
631 elmex 1.14
632     Flying arrows are stopped either when they hit something blocking
633 elmex 1.16 (I<move_block>) or something which is alive.
634 elmex 1.14 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
635     set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
636 elmex 1.16 damage with a small chance which is affected by the I<level> field of the arrow.
637 elmex 1.14
638     If FLAG_REFLECTING is set on the arrow it will bounce off everything
639     that is not alive and blocks it's movement.
640    
641 elmex 1.16 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
642     fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
643     the object, to restore them once the arrow has been stopped.
644 elmex 1.14
645     =over 4
646    
647 elmex 1.16 =item I<dam> <number>
648 elmex 1.14
649     The amount of damage that is being done to the victim that gets hit.
650     This field is recomputed when the arrow is fired and will consist
651 elmex 1.16 of the sum of a damage bonus (see description of the B<BOW> type),
652     the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
653     and the arrows I<magic> field.
654 elmex 1.14
655 elmex 1.16 =item I<wc> <number>
656 elmex 1.14
657 elmex 1.16 The weapon class of the arrow, which has effect on the propability of hitting.
658 elmex 1.14
659     It is recomputed when the arrow is being fired by this formula:
660    
661     wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
662     - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
663    
664     When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
665 elmex 1.16 level is not added.
666 elmex 1.14
667 elmex 1.16 wc_mod is dependend on the fire mode of the bow. For a more detailed
668 elmex 1.14 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
669    
670 elmex 1.16 =item I<magic> <number>
671 elmex 1.14
672     This field is added to the damage of the arrow when it is shot and
673 elmex 1.16 will also improve it's I<speed> by 1/5 of it's value.
674 elmex 1.14
675 elmex 1.16 =item I<attacktype> <attacktype>
676 elmex 1.14
677     Bitfield which decides the attacktype of the damage, see include/attackinc.h
678 elmex 1.16 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
679 elmex 1.14
680 elmex 1.16 =item I<level> <number> (interally used)
681 elmex 1.14
682     The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
683 elmex 1.16 see above in the B<ARROW> description.
684 elmex 1.14
685 elmex 1.16 The I<level> is set when the arrow is fired to either the skill level or the
686     shooters level.
687 elmex 1.14
688 elmex 1.16 =item I<speed> <number> (internal)
689 elmex 1.14
690     This field shouldn't be set directly in the archetype, the arrow will get it's
691 elmex 1.16 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
692 elmex 1.14 arrow will be stopped immediatly.
693    
694 elmex 1.16 On fireing the I<speed> of the arrow is computed of 1/5 of the
695     sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
696     of the bows I<dam> field is added to the I<speed> of the arrow.
697 elmex 1.14
698 elmex 1.16 The minimum I<speed> of an arrow is 1.0.
699 elmex 1.14
700 elmex 1.16 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
701 elmex 1.14
702 elmex 1.16 If the I<speed> is above 10.0 it goes straight through the creature it hits and
703     it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
704     stopped and either sticked into the victim (see I<weight> field description) or
705     put on it's map square (if it didn't break, see description of the I<food> field).
706 elmex 1.14
707 elmex 1.16 =item I<weight> <number>
708 elmex 1.14
709 elmex 1.16 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
710 elmex 1.14 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
711    
712 elmex 1.16 =item I<food> <number>
713 elmex 1.14
714 elmex 1.16 The breaking percentage. 100 (%) means: breaks on usage for sure.
715 elmex 1.14
716 elmex 1.16 =item I<inventory> (internal)
717 elmex 1.14
718     If the flying/moving object has something in it's inventory and it stops, it
719     will be replaced with it's inventory. Otherwise it will be handled as usual,
720     which means: it will be calculated whether the arrow breaks and it will be
721     reset for reuse.
722    
723 elmex 1.16 =item I<slaying> <string>
724 elmex 1.14
725 elmex 1.16 When the bow that fires this arrow has it's I<slaying> field set it is copied
726     to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
727 elmex 1.14
728 elmex 1.16 =item I<move_type> <movetype> (internally used)
729 elmex 1.14
730     This field is set when the arrow is shot to MOVE_FLY_LOW.
731    
732 elmex 1.16 =item I<move_on> <movetype> (internally used)
733 elmex 1.14
734     This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
735    
736 elmex 1.16 =item I<race> <string>
737 elmex 1.14
738 elmex 1.16 The I<race> field is a unique key that assigns arrows, bows and quivers. When
739     shooting an arrow the bows I<race> is used to search for arrows (which have the
740     same I<race> as the bow) in the players inventory and will recursively search in
741     the containers (which are applied and have the same I<race> as the bow and the arrow).
742 elmex 1.14
743     =back
744    
745 elmex 1.16 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
746 elmex 1.14
747 elmex 1.16 TODO, but take into account B<ARROW> description above!
748 elmex 1.10
749 elmex 1.16 =head3 B<WEAPON> - type 15 - Weapons
750 elmex 1.1
751     This type is for general hack and slash weapons like swords, maces
752     and daggers and and ....
753    
754     =over 4
755    
756 elmex 1.16 =item I<weapontype> <type id>
757 elmex 1.1
758     decides what attackmessages are generated, see include/define.h
759    
760 elmex 1.16 =item I<attacktype> <bitmask>
761 elmex 1.1
762     bitfield which decides the attacktype of the damage, see include/attackinc.h
763    
764 elmex 1.16 =item I<dam> <number>
765 elmex 1.1
766     amount of damage being done with the attacktype
767    
768 elmex 1.16 =item I<item_power> <level>
769 elmex 1.1
770     the itempower of this weapon.
771    
772 elmex 1.16 =item I<name>
773 elmex 1.1
774     the name of the weapon.
775    
776 elmex 1.16 =item I<level> (internal)
777 elmex 1.1
778     The improvement state of the weapon.
779 elmex 1.16 If this field is greater than 0 the I<name> field starts with the
780 elmex 1.1 characters name who improved this weapon.
781    
782 elmex 1.16 =item I<last_eat> (internal)
783 elmex 1.1
784 elmex 1.16 This seems to be the amount of improvements of a weapon,
785 elmex 1.1 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
786    
787     ((who->level / 5) + 5) >= op->last_eat
788    
789 elmex 1.16 =item I<last_sp>
790 elmex 1.1
791     the weapon speed (see magic description)
792    
793 elmex 1.16 =item I<food> <number>
794 elmex 1.1
795     addition to food regeneration of the player
796    
797 elmex 1.16 =item I<hp> <number>
798 elmex 1.1
799     addition to health regeneration
800    
801 elmex 1.16 =item I<sp> <number>
802 elmex 1.1
803     addition to mana regeneration
804    
805 elmex 1.16 =item I<grace> <number>
806 elmex 1.1
807     addititon to grace regeneration
808    
809 elmex 1.16 =item I<gen_sp_armour> <number>
810 elmex 1.1
811 elmex 1.16 the players I<gen_sp_armour> field (which is per default 10) is being added the
812     <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
813     do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
814     I<gen_sp_armour> limits the amout of regenerated spellpoints.
815 elmex 1.1
816 elmex 1.16 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
817     I<sp> regeneration.
818 elmex 1.1
819 elmex 1.16 =item I<body_BODYSLOT>
820 elmex 1.1
821 elmex 1.16 The part of the body you need to use this weapon, possible values should be
822 elmex 1.1 looked up in common/item.C at body_locations.
823    
824 elmex 1.16 =item I<resist_RESISTNACY> <number>
825 elmex 1.1
826     this is the factor with which the difference of the players resistancy and 100%
827     is multiplied, something like this:
828    
829 elmex 1.2 additional_resistancy = (100 - current_resistanct) * (<number>/100)
830 elmex 1.1
831 elmex 1.2 if <number> is negative it is added to the total vulnerabilities,
832 elmex 1.1 and later the total resistance is decided by:
833    
834     'total resistance = total protections - total vulnerabilities'
835    
836     see also common/living.C:fix_player
837    
838 elmex 1.16 =item I<path_(attuned|repelled|denied)>
839 elmex 1.1
840     this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
841     for the pathes.
842    
843 elmex 1.16 =item I<luck> <number>
844 elmex 1.1
845 elmex 1.16 this luck is added to the players I<luck>
846 elmex 1.1
847 elmex 1.16 =item I<move_type>
848 elmex 1.1
849 elmex 1.16 if the weapon has a I<move_type> set the player inherits it's I<move_type>
850 elmex 1.1
851 elmex 1.16 =item I<exp> <number>
852 elmex 1.1
853 elmex 1.2 the added_speed and bonus_speed of the player is raised by <number>/3.
854     if <number> < 0 then the added_speed is decreased by <number>
855 elmex 1.1
856 elmex 1.16 =item I<weight>
857 elmex 1.1
858     the weight of the weapon
859    
860 elmex 1.16 =item I<magic>
861 elmex 1.1
862 elmex 1.16 the I<magic> field affects the amounts of the following fields:
863 elmex 1.1
864     - wc : the players wc is adjusted by: player->wc -= (wc + magic)
865    
866     - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
867    
868     - dam: the players dam is adjusted by: player->dam += (dam + magic)
869    
870     - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
871     (minium is 0)
872    
873 elmex 1.16 =item I<ac> <number>
874 elmex 1.1
875 elmex 1.16 the amount of ac points the player's I<ac> is decreased when applying this object.
876 elmex 1.1
877 elmex 1.16 =item I<wc> <number>
878 elmex 1.1
879 elmex 1.16 the amount of wc points the player's I<wc> is decreased when applying this object.
880 elmex 1.1
881     =back
882    
883     =head4 Player inherits following flags from weapons:
884    
885 elmex 1.4 FLAG_LIFESAVE
886     FLAG_REFL_SPELL
887     FLAG_REFL_MISSILE
888     FLAG_STEALTH
889     FLAG_XRAYS
890     FLAG_BLIND
891     FLAG_SEE_IN_DARK
892     FLAG_UNDEAD
893    
894 elmex 1.16 =head3 B<GRIMREAPER> - type 28 - Grimreapers
895 elmex 1.11
896     These type are mostly used for monsters, they give the
897     monster the ability to dissapear after 10 hits with AT_DRAIN.
898    
899     =over 4
900    
901 elmex 1.16 =item I<value> <number>
902 elmex 1.11
903     This field stores the hits the monster did yet.
904    
905     =back
906    
907 elmex 1.16 =head3 B<CREATOR> - type 42 - Object creators
908 elmex 1.14
909     Once a creator is activated by a connection it creates a number of objects
910 elmex 1.15 (cloned from it's inventory or a new object derived from the archetype
911     named in the other_arch slot).
912 elmex 1.14
913     If FLAG_LIVESAFE is set the number of uses is unlimited.
914    
915     =over 4
916    
917 elmex 1.16 =item I<hp> <number>
918 elmex 1.14
919     If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
920     be used.
921    
922 elmex 1.16 =item I<speed> <number>
923 elmex 1.14
924 elmex 1.16 If I<speed> is set the creator will create an object periodically,
925     see I<speed> and I<speed_left> fields in the general object field description
926     for more details.
927 elmex 1.14
928 elmex 1.16 =item I<slaying> <string>
929 elmex 1.14
930 elmex 1.16 If set the generated object's name and title will be set to this.
931 elmex 1.14
932 elmex 1.16 =item I<other_arch> <string>
933 elmex 1.14
934 elmex 1.16 If the inventory of the creator is empty new objects will be derived from the
935     archetype named by <string>.
936 elmex 1.14
937 elmex 1.16 =item I<connected> <number>
938 elmex 1.14
939 elmex 1.16 See generic object field description.
940 elmex 1.14
941     =back
942    
943 elmex 1.16 =head3 B<DRINK> - type 54 - Drinkable stuff
944 elmex 1.7
945 elmex 1.16 See B<FOOD> description.
946 elmex 1.7
947 elmex 1.16 =head3 B<CHECK_INV> - type 64 - Inventory checkers
948 elmex 1.6
949     This object checks whether the player has a specific item in his
950     inventory when he moves above the inventory checker. If the player has
951     the item (or not, which can be controlled with a flag) a connection will be triggered.
952    
953 elmex 1.16 If you set I<move_block> you can deny players and monsters to reach the space where
954     the inventory checker is on, see I<move_block> description below.
955 elmex 1.6
956 elmex 1.16 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
957 elmex 1.6 So matching one of those conditions is enough.
958    
959     =over 4
960    
961 elmex 1.16 =item I<move_block> <move type bitmask>
962 elmex 1.6
963     If you set this field to block a movetype the move code will block any moves
964     onto the space with the inventory checker, IF the moving object doesn't have
965 elmex 1.16 (or has - if I<last_sp> = 0) the item that the checker is searching for.
966 elmex 1.6
967 elmex 1.16 =item I<last_sp> (0|1)
968 elmex 1.6
969 elmex 1.16 If I<last_sp> is 1 'having' the item that is being checked for will
970 elmex 1.6 activate the connection or make the space with the checker non-blocking.
971 elmex 1.16 If I<last_sp> is 0 'not having' the item will activate the connection
972 elmex 1.6 or make the space with the checker non-blocking.
973    
974 elmex 1.16 =item I<last_heal> (0|1)
975 elmex 1.6
976 elmex 1.16 If I<last_heal> is 1 the matching item will be removed if the inventory checker
977 elmex 1.6 activates a connection and finds the item in the inventory.
978    
979     (A inventory checker that blocks a space won't remove anything from inventories)
980    
981 elmex 1.16 =item I<hp> <number>
982 elmex 1.6
983     If this field is not 0 the inventory checker will search for an object
984     with the type id <number>.
985    
986 elmex 1.16 =item I<slaying> <string>
987 elmex 1.6
988     If this field is set the inventory checker will search for an object that
989 elmex 1.16 has the same string in the I<slaying> field (for example a key string of a key).
990 elmex 1.6
991 elmex 1.16 =item I<race> <string>
992 elmex 1.6
993     If this field is set the inventory checker will search for an object which
994     has the archetype name that matches <string>.
995    
996 elmex 1.16 =item I<connected> <connection id>
997 elmex 1.6
998 elmex 1.14 This is the connection that will be activated. The connection is
999     'pushed' when someone enters the space with the inventory checker,
1000     and it is 'released' when he leaves it.
1001    
1002 elmex 1.16 See also the description of the I<connected> field in the generic object field
1003 elmex 1.14 section.
1004 elmex 1.6
1005     =back
1006    
1007 elmex 1.16 =head3 B<FLESH> - type 72 - Organs and body parts
1008 elmex 1.7
1009 elmex 1.16 See B<FOOD> description.
1010 elmex 1.7
1011 elmex 1.16 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1012 elmex 1.11
1013     A type for any object that has no special behaviour.
1014    
1015 elmex 1.16 =head3 B<LAMP> - type 82 - A lamp
1016 elmex 1.15
1017     This object makes light.
1018    
1019 elmex 1.16 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1020 elmex 1.14
1021     This type of objects multiplies objects that are above it when it is activated.
1022     You can even multiply by 0, which will destroy the object.
1023    
1024     =over 4
1025    
1026 elmex 1.16 =item I<level> <number>
1027 elmex 1.14
1028     The multiplicator, if set to 0 or lower it will destroy the objects above it.
1029    
1030 elmex 1.16 =item I<other_arch> <string>
1031 elmex 1.14
1032 elmex 1.15 The archetype name of the objects that should be multiplied.
1033 elmex 1.14
1034 elmex 1.16 =item I<connected> <number>
1035 elmex 1.14
1036 elmex 1.16 See generic object field description.
1037 elmex 1.14
1038     =back
1039    
1040 elmex 1.16 =head3 B<HOLE> - type 94 - Holes
1041 elmex 1.5
1042 elmex 1.16 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1043 elmex 1.5 opens and/or is completly open all objects above it fall through (more
1044     precisely: if their head is above the hole).
1045    
1046 elmex 1.16 When the B<HOLE> is activated it's speed is set to 0.5.
1047 elmex 1.14
1048 elmex 1.16 These holes can only transfer the one who falls through to other coordinates
1049     on the same map.
1050 elmex 1.5
1051     =over 4
1052    
1053 elmex 1.16 =item I<maxsp> (0|1)
1054 elmex 1.5
1055     This field negates the state of the connection: When maxsp is 1 the pit will
1056     open/close when the connection is deactivated. Otherwise it will open/close
1057     when the connection is activated. This field only has effect when the
1058     connection is triggered. So if you put a closed hole on a map, and the
1059 elmex 1.16 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1060 elmex 1.5 connection was triggered once.
1061    
1062 elmex 1.16 =item I<connected> <connection id>
1063 elmex 1.5
1064     This is the connection id, which lets the hole opening or closing when
1065     activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1066     at which connection state the object is activated.
1067    
1068     For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1069     the connection is released.
1070    
1071 elmex 1.16 =item I<wc> <number> (internal)
1072 elmex 1.5
1073 elmex 1.16 This is an internal field. If it is greater than 0 it means that the hole is not
1074 elmex 1.5 yet fully open. More preciesly: this field is the animation-step and if it is
1075     set to the 'closed' step of the animation the hole is closed and if it is on
1076 elmex 1.16 the 'open' animation step (I<wc> = 0), the hole is open.
1077 elmex 1.5
1078 elmex 1.16 =item I<sp> <number>
1079 elmex 1.5
1080     The destination y coordinates on the same map.
1081    
1082 elmex 1.16 =item I<hp> <number>
1083 elmex 1.5
1084     The destination x coordinates on the same map.
1085    
1086     =back
1087    
1088 elmex 1.16 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1089 elmex 1.8
1090     This type is doing the actual damage to the ones who were attacked
1091 elmex 1.16 via AT_POISON (or drank B<POISON>).
1092 elmex 1.8
1093     The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1094     there for details).
1095    
1096     =over 4
1097    
1098 elmex 1.16 =item I<dam> <number>
1099 elmex 1.8
1100 elmex 1.16 Each time the poisoning is proccessed (which is determined by the I<speed> and
1101     I<speed_left> fields, see the general object fields description above) it hits
1102     the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1103     simply hit the player with no strings attached).
1104 elmex 1.8
1105 elmex 1.16 =item I<food> <number>
1106 elmex 1.8
1107 elmex 1.16 Just a note: The posioning is removed if I<food> == 1 and not if
1108     the whole I<duration> is up, because the B<POISONING> code has to remove
1109 elmex 1.8 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1110 elmex 1.16 deletes the B<POISONING> object.
1111 elmex 1.8
1112     =back
1113    
1114 elmex 1.16 =head3 B<FORCE> - type 114 - Forces
1115 elmex 1.4
1116     Forces are a very 'thin' type. They don't have much behaviour other than
1117 elmex 1.5 disappearing after a time and/or affecting the player if they are in his
1118     inventory.
1119 elmex 1.4
1120 elmex 1.16 Forces only take effect on the player if they have FLAG_APPLIED set.
1121 elmex 1.4
1122 elmex 1.16 Whether the I<duration> field is processed or not per tick is controlled by the
1123     I<speed> and I<speed_left> fields. Look above in the generic object field description.
1124 elmex 1.4
1125 elmex 1.16 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1126     interpreter like described in the description of the FLAG_IS_USED_UP flag.
1127     BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1128     will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1129     removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1130     have good semantics on forces, try to avoid it.
1131 elmex 1.7
1132 elmex 1.4 =over 4
1133    
1134 elmex 1.16 =item I<duration>
1135 elmex 1.4
1136 elmex 1.5 While this field is greater than 0 the force/object is not destroyed. It is
1137     decreased each tick by 1.
1138 elmex 1.4
1139     If it reaches 0 the force/object is destroyed.
1140    
1141     This field can have this meaning for B<any> object if that object has
1142     FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1143     what happens then.
1144    
1145     =back
1146    
1147 elmex 1.16 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1148 elmex 1.4
1149 elmex 1.16 This object is generated by the B<POTION> code when the potion is a resistance
1150     giving potion. It has mainly the same behaviour as a B<FORCE>.
1151 elmex 1.4
1152     The specialty of the potion effect is that the resistancy it gives is absolute,
1153 elmex 1.16 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1154 elmex 1.5 fire.
1155 elmex 1.4
1156     Multiple potion effects only give you the maximum of their resistancy.