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Revision 1.10 by elmex, Wed Dec 20 02:15:49 2006 UTC vs.
Revision 1.22 by root, Mon May 7 06:21:20 2007 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
79=item speed <number> 118=item I<speed> <number>
80 119
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
83 122
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 124from the active object list and it won't experience any processing per tick.
86 125
87=item speed_left <number> 126=item I<speed_left> <number>
88 127
89If this field is greater than 0 and the object is on the 128If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 129active list (mostly means it's speed is also greater than 0):
91 130
92 - speed_left is decreased by 1 131 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 132 - and this object is processed and experiences a server tick.
94 133
95If the object is on the active list and speed_left is lower or 134If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 135equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 136on the end of the tick.
98 137
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is 139the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 140the more often the object is processed.
102 141
142=item I<connected> <number>
143
144When this field is set the object will be linked to a connection with the
145id <number>. What happens when the connection is 'activated' depends on the
146type of the object.
147
148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149when to activate the object, see description of these below for further details.
150
103=item no_drop (0|1) 151=item I<no_drop> (0|1)
104 152
105Sets the flag FLAG_NO_DROP. 153Sets the flag FLAG_NO_DROP.
106See Flags section below. 154See Flags section below.
107 155
108=item applied (0|1) 156=item I<applied> (0|1)
109 157
110Sets the flag FLAG_APPLIED. 158Sets the flag FLAG_APPLIED.
111See Flags section below. 159See Flags section below.
112 160
113=item is_used_up (0|1) 161=item I<is_used_up> (0|1)
114 162
115Sets the flag FLAG_IS_USED_UP. 163Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 164See Flags section below.
117 165
166=item I<changing> (0|1)
167
168Sets the flag FLAG_CHANGING.
169See Flags section below.
170
118=item auto_apply (0|1) 171=item I<auto_apply> (0|1)
119 172
120Sets the flag FLAG_AUTO_APPLY. 173Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 174See Flags section below.
122 175
123=item no_steal (0|1) 176=item I<no_steal> (0|1)
124 177
125Sets the flag FLAG_NO_STEAL. 178Sets the flag FLAG_NO_STEAL.
126See Flags section below. 179See Flags section below.
127 180
128=item reflecting (0|1) 181=item I<reflecting> (0|1)
129 182
130Sets the flag FLAG_REFLECTING. 183Sets the flag FLAG_REFLECTING.
131See Flags section below. 184See Flags section below.
132 185
133=item reflect_spell (0|1) 186=item I<reflect_spell> (0|1)
134 187
135Sets the flag FLAG_REFL_SPELL. 188Sets the flag FLAG_REFL_SPELL.
136See Flags section below. 189See Flags section below.
137 190
138=item no_skill_ident (0|1) 191=item I<no_skill_ident> (0|1)
139 192
140Sets the flag FLAG_NO_SKILL_IDENT. 193Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below. 194See Flags section below.
142 195
143=item activate_on_push (0|1) (default: 1) 196=item I<activate_on_push> (0|1) (default: 1)
144 197
145Sets the flag FLAG_ACTIVATE_ON_PUSH. 198Sets the flag FLAG_ACTIVATE_ON_PUSH.
146See Flags section below. 199See Flags section below.
147 200
148=item activate_on_release (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
149 202
150Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
151See Flags section below. 204See Flags section below.
152 205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
153=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
154 212
155This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
156of the server code for editing. Wherever you see this attribute being 214of the server code for editing. Wherever you see this field being
157set in an archetype ignore it and/or remove it. No code interprets this 215set in an archetype ignore it and/or remove it. No code interprets this
158field anymore. 216field anymore.
159 217
160=back 218=back
161 219
173 231
174This flag mostly states whether this object has been 'applied' by the player. 232This flag mostly states whether this object has been 'applied' by the player.
175For objects that are applied by the code or have this flag set in the archetype 233For objects that are applied by the code or have this flag set in the archetype
176it mostly means 'this object is active'. 234it mostly means 'this object is active'.
177 235
178For example the player adjustments of the hp/sp/grace fields and inheritance 236For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
179of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
180 238
181=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
182 240
183This flag controls whether an object is 'used up'. If it is set the 'food' field 241This flag controls whether an object is 'used up'. If it is set I<food>
184of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 242is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
185it is removed.
186 243
187If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 244If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
188this object is removed or not, see the Force type below for the meaning 245this object is removed or not, see the B<FORCE> type below for the meaning
189of the duration field in this context. 246of the duration field in this context.
190 247
191If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
192 249
250=item FLAG_CHANGING
251
252If the I<state> field of the object is 0 the object will be processed periodically
253(if I<speed> is set). If the I<state> field is 1 it won't be processed.
254
255This flag indicates that the object is changing into a different object.
256The object has to have the I<other_arch> field set. The object the changing object
257changes into is derived from the archetype in I<other_arch>.
258
259When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261
262When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263will be generated.
264
265After the new object is created the I<hp> field from the old object is copied into
266the new one.
267
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
270
193=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
194 272
195This flag is set on the inventory of generators like CREATORs and CONVERTERs, 273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
196or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
197 275
198=item FLAG_AUTO_APPLY 276=item FLAG_AUTO_APPLY
199 277
200This flag has currently only meaning for the TREASURE type, see below. 278This flag has currently only meaning for the B<TREASURE> type, see below.
201 279
202=item FLAG_ACTIVATE_ON_PUSH 280=item FLAG_ACTIVATE_ON_PUSH
203 281
204This flag has only meaning for objects that can be linked together 282This flag has only meaning for objects that can be linked together
205with the 'connected' field and controls wether the object should 283by the I<connected> field and controls wether the object should
206be activated when the connection is 'pushed' or it is 'released'. 284be activated when the connection is 'pushed' or it is 'released'.
207 285
286What 'pushed' and 'released' means depends on the object that
287activates the connection.
288
208This flag is by default on. 289This flag is by default on.
209 290
210=item FLAG_ACTIVATE_ON_RELEASE 291=item FLAG_ACTIVATE_ON_RELEASE
211 292
212This flag has only meaning for objects that can be linked together 293This flag has only meaning for objects that can be linked together
213with the 'connected' field and controls wether the object should 294by the I<connected> field and controls wether the object should
214be activated when the connection is 'pushed' or it is 'released'. 295be activated when the connection is 'pushed' or it is 'released'.
296
297What 'pushed' and 'released' means depends on the object that
298activates the connection.
215 299
216This flag is by default on. 300This flag is by default on.
217 301
218=item FLAG_NO_STEAL 302=item FLAG_NO_STEAL
219 303
224(but in this context the flag is only used internally). 308(but in this context the flag is only used internally).
225 309
226=item FLAG_NO_SKILL_IDENT 310=item FLAG_NO_SKILL_IDENT
227 311
228This flag is mostly used internal and prevents unidentified objects 312This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by 313(objects which don't have FLAG_IDENTIFIED set) being identified
230skills. 314multiple times by skills.
231 315
232This flag is used to mark objects to never being identified by a skill 316This flag is used to mark objects which were unsuccessfully identified by a
233once a player failed to identify an object. So that multiple tries 317players skill. So that multiple tries of identifying aren't more effective than
234of identifying aren't more effective than one. 318one.
235 319
236=item FLAG_REFLECTING 320=item FLAG_REFLECTING
237 321
238This flag is used by spell effects, LIGHTNING, THROWN_OBJ and ARROW 322This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
239to indicate whether this object reflects off walls. 323to indicate whether this object reflects off walls.
240 324
241=item FLAG_REFL_SPELL 325=item FLAG_REFL_SPELL
242 326
243This flag indicates whether something reflects spells, like spell reflecting 327This flag indicates whether something reflects spells, like spell reflecting
244amuletts. 328amuletts.
245 329
246=back 330=item FLAG_IS_LIGHTABLE
247 331
248=head2 Description of type specific attributes 332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
336=back
337
338=head2 Description of type specific fields and behaviour
249 339
250The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
251are the server internal names for the objects types, see include/define.h. 341are the server internal names for the objects types, see include/define.h.
252 342
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes.
347
348 (based on value that last_sp takes):
349 0: 'furious' Makes all monsters aggressive
350 1: 'angry' As above but pets are unaffected
351 2: 'calm' Makes all monsters unaggressive
352 3: 'sleep' Puts all monsters to sleep
353 4: 'charm' Makes monster into a pet of person
354 who triggers the square. This setting
355 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space
358
253=head3 TRANSPORT - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
254 360
255This type is implemented by the transport extension and has currently no special 361This type is implemented by the transport extension and has currently no special
256attributes that affect it. 362fields that affect it.
257 363
258=head3 ROD - type 3 - Rods that fire spells 364=head3 B<ROD> - type 3 - Rods that fire spells
259 365
260Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
261 367
262=over 4 368=over 4
263 369
264=item level <number> 370=item I<level> <number>
265 371
266This attribute is used for calculating the spell level that can be fired 372This field is used for calculating the spell level that can be fired
267with this rod, it's also the maximum level of the spell that can be fired. 373with this rod, it's also the maximum level of the spell that can be fired.
268The level of the spell that is being fired depends mostly on 374The level of the spell that is being fired depends mostly on
269the 'use magic item' skill level of the player and 1/10 of the level of the 375the 'use magic item' skill level of the player and 1/10 of the level of the
270rod is added as bonus. 376rod is added as bonus.
271 377
272=item hp <number> 378=item I<hp> <number>
273 379
274The amount of spellpoints this rod has left. 380The amount of spellpoints this rod has left.
275 381
276=item maxhp <number> 382=item I<maxhp> <number>
277 383
278The maximum amount of spellpoints this rod has. 384The maximum amount of spellpoints this rod has.
279 385
280=item skill <skill name> 386=item I<skill> <skill name>
281 387
282This field determines which skill you need to apply this object. 388This field determines which skill you need to apply this object.
283 389
284=back 390=back
285 391
286=head3 TREASURE - type 4 - Treasures 392=head3 B<TREASURE> - type 4 - Treasures
287 393
288This type of objects are for random treasure generation in maps. 394This type of objects are for random treasure generation in maps.
289If this object is applied by a player it will replace itself with it's 395If this object is applied by a player it will replace itself with it's
290inventory. If it is automatically applied 396inventory. If it is automatically applied
291generate a treasure and replace itself with the generated treasure. 397generate a treasure and replace itself with the generated treasure.
293Chests are also of this type, their treasures are generated by 399Chests are also of this type, their treasures are generated by
294the auto apply code on map instantiation. 400the auto apply code on map instantiation.
295 401
296=over 4 402=over 4
297 403
298=item hp <number> 404=item I<hp> <number>
299 405
300The number of treasures to generate. 406The number of treasures to generate.
301 407
302=item exp <level> 408=item I<exp> <level>
303 409
304If FLAG_AUTO_APPLY is not set the exp field has no further meaning 410If FLAG_AUTO_APPLY is not set the exp field has no further meaning
305and the difficulty for the treasurecode only depends on the maps difficulty, 411and the difficulty for the treasurecode only depends on the maps difficulty,
306otherwise the exp field has the following meaning: 412otherwise the exp field has the following meaning:
307 413
310worth a treasure is or what bonuses it is given by the treasure code. 416worth a treasure is or what bonuses it is given by the treasure code.
311 417
312If this field is not set or 0 the difficulty of the map is passed to the treasure 418If this field is not set or 0 the difficulty of the map is passed to the treasure
313generation code. 419generation code.
314 420
315=item randomitems <treasurelist> 421=item I<randomitems> <treasurelist>
316 422
317The treasurelist to use to generate the treasure which is put in the 423The treasurelist to use to generate the treasure which is put in the
318treasure objects inventory. 424treasure objects inventory.
319 425
320=back 426=back
321 427
322=head3 POTION - type 5 - Potions for drinking and other nastynesses 428=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
323 429
324These objects contain a spell and will emit it on apply, which most 430These objects contain a spell and will emit it on apply, which most
325of the time has the meaning of 'drinking'. 431of the time has the meaning of 'drinking'.
326 432
327If no resistancy field, stat field or attacktype is set and no spell 433If no resistancy field, stat field or attacktype is set and no spell
332If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 438If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
333will yield an explosion and hurt the player. 439will yield an explosion and hurt the player.
334 440
335=over 4 441=over 4
336 442
337=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 443=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
338 444
339These stat fields determine how many stat points the player gets 445These stat fields determine how many stat points the player gets
340when he applies this potion. 446when he applies this potion.
341 447
342If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 448If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
343 449
344=item sp <number> 450=item I<sp> <number>
345 451
346If this field is set and the randomitems field is not set 452If this field is set and the randomitems field is not set
347the field is interpreted as spell number, please look the right 453the field is interpreted as spell number, please look the right
348number up in common/loader.C. 454number up in common/loader.C.
349 455
350If this field is set the randomitems field will be unset by the 456If this field is set the randomitems field will be unset by the
351map loading code. 457map loading code.
352 458
353=item attacktype <attacktype> 459=item I<attacktype> <attacktype>
354 460
355This field has some special meaning in potions, currently the 461This field has some special meaning in potions, currently the
356bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 462bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
357restoration potion or improvement potion. 463restoration potion or improvement potion.
358See include/attackinc.h for the bits of these types. 464See include/attackinc.h for the bits of these types.
363into him. 469into him.
364 470
365If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 471If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
366When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 472When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
367 473
368=item resist_<resistancy> <number> 474=item I<resist_RESISTANCY> <number>
369 475
370If this stat is set and no spell is in the potion the potion 476If this stat is set and no spell is in the potion the potion
371will create a force that give the player this specific resistancy. 477will create a force that give the player this specific resistancy.
372The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 478The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
373and the potion will last 10 times longer than the default force archetype 479and the potion will last 10 times longer than the default force archetype
374FORCE_NAME (at the moment of this writing spell/force.arc). 480FORCE_NAME (at the moment of this writing spell/force.arc).
375 481
376=item randomitems <treasurelist> 482=item I<randomitems> <treasurelist>
377 483
378The inventory/spell of the potion will be created by calling the treasure code 484The inventory/spell of the potion will be created by calling the treasure code
379with the treasurelist specified here. (I guess it's highly undefined what 485with the treasurelist specified here. (I guess it's highly undefined what
380happens if there is not a spell in the potions inventory). 486happens if there is not a spell in the potions inventory).
381 487
382=item on_use_yield <archetype> 488=item I<on_use_yield> <archetype>
383 489
384When this object is applied an instance of <archetype> will be created. 490When this object is applied an instance of <archetype> will be created.
385 491
386=item subtypes <potion subtype> 492=item I<subtypes> <potion subtype>
387 493
388see include/spells.h for possible potion subtypes, there are currently 4: 494see include/spells.h for possible potion subtypes, there are currently 4:
389 495
390=over 4 496=over 4
391 497
394Unused, default behaiour of a potion. 500Unused, default behaiour of a potion.
395 501
396=item POT_DUST 502=item POT_DUST
397 503
398This potion can be thrown to cast the spell that it has in it's inventory, 504This potion can be thrown to cast the spell that it has in it's inventory,
399the behaviour is not defined if there is not a spell in the inventory and the 505the behaviour is not defined if there is not a B<SPELL> in the inventory and the
400server will log an error. 506server will log an error.
401 507
402=item POT_FIGURINE 508=item POT_FIGURINE
403 509
404Unused, default behaiour of a potion. 510Unused, default behaiour of a potion.
409 515
410=back 516=back
411 517
412=back 518=back
413 519
414=head3 FOOD - type 6 - Eatable stuff 520=head3 B<FOOD> - type 6 - Eatable stuff
415 521
416This is for objects that are representing general eatables like 522This is for objects that are representing general eatables like
417beef or bread. 523beef or bread.
418 524
419The main difference between FOOD, FLESH and DRINK is that they 525The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
420give different messages. 526give different messages.
421 527
422The specialty of FLESH is that it inherits the resistancies of the 528The specialty of B<FLESH> is that it inherits the resistancies of the
423monsters it was generated in and will let dragons raise their resistancies 529monsters it was generated in and will let dragons raise their resistancies
424with that. If the monster has the POISON attacktype the FLESH 530with that. If the monster has the B<POISON> attacktype the B<FLESH>
425will change into POISON. 531will change into B<POISON>.
426 532
427If a player runs low on food he will grab for FOOD, DRINK and POISON 533If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
428and if he doesn't find any of that he will start eating FLESH. 534and if he doesn't find any of that he will start eating B<FLESH>.
429 535
430=over 4 536=over 4
431 537
432=item title <string> 538=item I<title> <string>
433 539
434If the food has a title or is cursed it is considered 'special', which means that the 540If the food has B<title> set or is cursed it is considered 'special', which
435fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 541means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
436are interpreted and have further effects on the player. 542I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
543on the player.
437 544
438The higher the food field is the longer the improvement of the player lasts 545The higher the I<food> field is the longer the improvement of the player lasts
439(except for hp and sp). 546(except for I<hp> and I<sp>).
440 547
441=item food <number> 548=item I<food> <number>
442 549
443This is the amount of food points the player gets when he eats this. 550This is the amount of food points the player gets when he eats this.
444 551
445=item on_use_yield <archetype> 552=item I<on_use_yield> <archetype>
446 553
447When this object is applied an instance of <archetype> will be created. 554When this object is applied an instance of <archetype> will be created.
448 555
449=back 556=back
450 557
451=head3 POISON - type 7 - Poisonous stuff 558=head3 B<POISON> - type 7 - Poisonous stuff
452 559
453This type is for objects that can poison the player when drinking. 560This type is for objects that can poison the player when he drinks/applies it.
454When applied it will hit the attacked with AT_POISON and will create 561When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit. 562a B<POISONING> object in the one who was hit.
456 563
457=over 4 564=over 4
458 565
459=item level <number> 566=item I<level> <number>
460 567
461This field affects the propability of poisoning. The higher the level difference 568This field affects the propability of poisoning. The higher the level difference
462between the one who is hit and the poision the mose propable it is the attacked 569between the one who is hit and the poision the more propable it is the attacked
463one will be poisoned. 570one will be poisoned.
464 571
465=item slaying <race> 572=item I<slaying> <race>
466 573
467On poison this field has the usual meaning of 'slaying', when the 574This field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison 575poisoned's race matches the I<slaying> field the damage done by the poison
469is multiplied by 3. 576is multiplied by 3.
470 577
471=item hp <number> 578=item I<hp> <number>
472 579
473This is the amount of damage the player will receive from applying this. The 580This is the amount of damage the player will receive from applying this. The
474attacktype AT_POISON will be used to hit the player and the damage will 581attacktype AT_POISON will be used to hit the player and the damage will
475determine the strenght, duration and depletion of stats of the poisoning. The 582determine the strenght, duration and depletion of stats of the poisoning. The
476created POISONING object which is being placed in the one who was attacked will 583created B<POISONING> object which is being placed in the one who was attacked will
477get the damage from this field (which is maybe adjusted by slaying or the 584get the damage from this field (which is maybe adjusted by slaying or the
478resistancies). 585resistancies).
479 586
480=item food <number> 587=item I<food> <number>
481 588
4821/4 of <number> will be drained from the players food. 5891/4 of <number> will be drained from the players I<food>.
483 590
484=item on_use_yield <archetype> 591=item I<on_use_yield> <archetype>
485 592
486When this object is applied an instance of <archetype> will be created. 593When this object is applied an instance of <archetype> will be created.
487 594
488=back 595=back
489 596
490=head3 BOOK - type 8 - Readable books 597=head3 B<BOOK> - type 8 - Readable books
491 598
492This type is basically for representing text books in the game. 599This type is basically for representing text books in the game.
493 600
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 601Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495 602
496=over 4 603=over 4
497 604
498=item msg <text> 605=item I<msg> <text>
499 606
500This is the contents of the book. When this field is unset 607This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted. 608at treasure generation a random text will be inserted.
502 609
503=item skill <skill name> 610=item I<skill> <skill name>
504 611
505The skill required to read this book. (The most resonable 612The skill required to read this book. (The most resonable
506skill would be literacy). 613skill would be literacy).
507 614
508=item exp <number> 615=item I<exp> <number>
509 616
510The experience points the player get for reading this book. 617The experience points the player get for reading this book.
511 618
512=item subtype <readable subtype> 619=item I<subtype> <readable subtype>
513 620
514This field determines the type of the readable. 621This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table. 622Please see common/readable.C in the readable_message_types table.
516 623
517=back 624=back
518 625
519=head3 CLOCK - type 9 - Clocks 626=head3 B<CLOCK> - type 9 - Clocks
520 627
521This type of objects just display the time when being applied. 628This type of objects just display the time when being applied.
522 629
523=head3 LIGHTNING - type 12 - Lightnings 630=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
524 631
525This is a spell effect of a moving bolt. It moves straigt forward 632This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it. 633through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls. 634If FLAG_REFLECTING is set it even reflects on walls.
528 635
529FLAG_IS_TURNABLE should be set on these objects. 636FLAG_IS_TURNABLE should be set on these objects.
530 637
531=over 4 638=over 4
532 639
533=item attacktype <attacktype> 640=item I<move_type> <movetype>
641
642This field affects the move type with which the lightning moves through
643the map and which map cells will reflect or block it.
644
645=item I<attacktype> <attacktype>
534 646
535The attacktype with which it hits the objects on the map. 647The attacktype with which it hits the objects on the map.
536 648
537=item dam <number> 649=item I<dam> <number>
538 650
539The damage this bolt inflicts when it hits objects on the map. 651The damage this bolt inflicts when it hits objects on the map.
540 652
541=item Dex <number> 653=item I<Dex> <number>
542 654
543This is the fork percentage, it is reduced by 10 per fork. 655This is the fork percentage, it is reduced by 10 per fork.
544And the damage is halved on each fork. 656And the I<dam> field is halved on each fork.
545 657
546=item Con <number> 658=item I<Con> (internal)
547 659
548This value is a percentage of which the forking lightning 660This value is a percentage of which the forking lightning
549is deflected to the left. This value should be mostly used internally. 661is deflected to the left. This value should be mostly used internally.
550 662
551=item duration <number> 663=item I<duration> <number>
552 664
553The duration the bolt stays on a map cell. This field is decreased each time 665The duration the bolt stays on a map cell. This field is decreased each time
554the object is processed (see the meaning of speed and speed_left fields in 666the object is processed (see the meaning of I<speed> and I<speed_left> fields in
555the object general description). 667the generic object field description).
556 668
557=item range <number> 669=item I<range> <number>
558 670
559This is the range of the bolt, each space it advances this field is decreased. 671This is the range of the bolt, each space it advances this field is decreased.
560 672
561=back 673=back
562 674
675=head3 B<ARROW> - type 13 - Arrows
563 676
677This is the type for objects that represent projectiles like arrows.
678The movement of B<THROWN_OBJ>s behave similar to this type.
679
680Flying arrows are stopped either when they hit something blocking
681(I<move_block>) or something which is alive.
682If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
683set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
684damage with a small chance which is affected by the I<level> field of the arrow.
685
686If FLAG_REFLECTING is set on the arrow it will bounce off everything
687that is not alive and blocks it's movement.
688
689When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
690fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
691the object, to restore them once the arrow has been stopped.
692
693=over 4
694
695=item I<dam> <number>
696
697The amount of damage that is being done to the victim that gets hit.
698This field is recomputed when the arrow is fired and will consist
699of the sum of a damage bonus (see description of the B<BOW> type),
700the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
701and the arrows I<magic> field.
702
703=item I<wc> <number>
704
705The weapon class of the arrow, which has effect on the propability of hitting.
706
707It is recomputed when the arrow is being fired by this formula:
708
709 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
710 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
711
712When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
713level is not added.
714
715wc_mod is dependend on the fire mode of the bow. For a more detailed
716explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
717
718=item I<magic> <number>
719
720This field is added to the damage of the arrow when it is shot and
721will also improve it's I<speed> by 1/5 of it's value.
722
723=item I<attacktype> <attacktype>
724
725Bitfield which decides the attacktype of the damage, see include/attackinc.h
726On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
727
728=item I<level> <number> (interally used)
729
730The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
731see above in the B<ARROW> description.
732
733The I<level> is set when the arrow is fired to either the skill level or the
734shooters level.
735
736=item I<speed> <number> (internal)
737
738This field shouldn't be set directly in the archetype, the arrow will get it's
739I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
740arrow will be stopped immediatly.
741
742On fireing the I<speed> of the arrow is computed of 1/5 of the
743sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
744of the bows I<dam> field is added to the I<speed> of the arrow.
745
746The minimum I<speed> of an arrow is 1.0.
747
748While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
749
750If the I<speed> is above 10.0 it goes straight through the creature it hits and
751it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
752stopped and either sticked into the victim (see I<weight> field description) or
753put on it's map square (if it didn't break, see description of the I<food> field).
754
755=item I<weight> <number>
756
757This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
758the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
759
760=item I<food> <number>
761
762The breaking percentage. 100 (%) means: breaks on usage for sure.
763
764=item I<inventory> (internal)
765
766If the flying/moving object has something in it's inventory and it stops, it
767will be replaced with it's inventory. Otherwise it will be handled as usual,
768which means: it will be calculated whether the arrow breaks and it will be
769reset for reuse.
770
771=item I<slaying> <string>
772
773When the bow that fires this arrow has it's I<slaying> field set it is copied
774to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
775
776=item I<move_type> <movetype> (internally used)
777
778This field is set when the arrow is shot to MOVE_FLY_LOW.
779
780=item I<move_on> <movetype> (internally used)
781
782This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
783
784=item I<race> <string>
785
786The I<race> field is a unique key that assigns arrows, bows and quivers. When
787shooting an arrow the bows I<race> is used to search for arrows (which have the
788same I<race> as the bow) in the players inventory and will recursively search in
789the containers (which are applied and have the same I<race> as the bow and the arrow).
790
791=back
792
793=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
794
795TODO, but take into account B<ARROW> description above!
796
564=head3 WEAPON - type 15 - Weapons 797=head3 B<WEAPON> - type 15 - Weapons
565 798
566This type is for general hack and slash weapons like swords, maces 799This type is for general hack and slash weapons like swords, maces
567and daggers and and .... 800and daggers and and ....
568 801
569=over 4 802=over 4
570 803
571=item weapontype <type id> 804=item I<weapontype> <type id>
572 805
573decides what attackmessages are generated, see include/define.h 806decides what attackmessages are generated, see include/define.h
574 807
575=item attacktype <bitmask> 808=item I<attacktype> <bitmask>
576 809
577bitfield which decides the attacktype of the damage, see include/attackinc.h 810bitfield which decides the attacktype of the damage, see include/attackinc.h
578 811
579=item dam <number> 812=item I<dam> <number>
580 813
581amount of damage being done with the attacktype 814amount of damage being done with the attacktype
582 815
583=item item_power <level> 816=item I<item_power> <level>
584 817
585the itempower of this weapon. 818the itempower of this weapon.
586 819
587=item name 820=item I<name>
588 821
589the name of the weapon. 822the name of the weapon.
590 823
591=item level (internal) 824=item I<level> (internal)
592 825
593The improvement state of the weapon. 826The improvement state of the weapon.
594If this field is greater than 0 the 'name' field starts with the 827If this field is greater than 0 the I<name> field starts with the
595characters name who improved this weapon. 828characters name who improved this weapon.
596 829
597=item last_eat (internal) 830=item I<last_eat> (internal)
598 831
599seems to be the amount of improvements of a weapon, 832This seems to be the amount of improvements of a weapon,
600the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 833the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
601 834
602 ((who->level / 5) + 5) >= op->last_eat 835 ((who->level / 5) + 5) >= op->last_eat
603 836
604=item last_sp 837=item I<last_sp>
605 838
606the weapon speed (see magic description) 839the weapon speed (see magic description)
607 840
608=item food <number> 841=item I<food> <number>
609 842
610addition to food regeneration of the player 843addition to food regeneration of the player
611 844
612=item hp <number> 845=item I<hp> <number>
613 846
614addition to health regeneration 847addition to health regeneration
615 848
616=item sp <number> 849=item I<sp> <number>
617 850
618addition to mana regeneration 851addition to mana regeneration
619 852
620=item grace <number> 853=item I<grace> <number>
621 854
622addititon to grace regeneration 855addititon to grace regeneration
623 856
624=item gen_sp_armour <number> 857=item I<gen_sp_armour> <number>
625 858
626the players gen_sp_armour field (which is per default 10) is added the <number> amount. 859the players I<gen_sp_armour> field (which is per default 10) is being added the
627gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 860<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
628is multiplied: gen_sp *= 10/<number> 861do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
629meaning: values > 10 of gen_sp_armour limits the amout of regenerated 862I<gen_sp_armour> limits the amout of regenerated spellpoints.
630spellpoints.
631 863
632generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 864Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
633sp regeneration. 865I<sp> regeneration.
634 866
635=item body_<body slot/part> 867=item I<body_BODYSLOT>
636 868
637the part of the body you need to use this weapon, possible values should be 869The part/slot of the body you need to use this weapon, possible values for
638looked up in common/item.C at body_locations. 870C<BODYSLOT> should be looked up in common/item.C at body_locations.
639 871
640=item resist_<resistnacy> <number> 872The value (in the range C<-7..7>) gives the number of those body slots
873used up by the item (if negative) or the number of body slots this object
874has (if positive, e.g. for monsters or players). The special value C<0>
875indicates that this object cannot equip items requiring these body slots.
876
877=item I<resist_RESISTANCY> <number>
641 878
642this is the factor with which the difference of the players resistancy and 100% 879this is the factor with which the difference of the players resistancy and 100%
643is multiplied, something like this: 880is multiplied, something like this:
644 881
645 additional_resistancy = (100 - current_resistanct) * (<number>/100) 882 additional_resistancy = (100 - current_resistancy) * (<number>/100)
646 883
647if <number> is negative it is added to the total vulnerabilities, 884if <number> is negative it is added to the total vulnerabilities,
648and later the total resistance is decided by: 885and later the total resistance is decided by:
649 886
650 'total resistance = total protections - total vulnerabilities' 887 'total resistance = total protections - total vulnerabilities'
651 888
652see also common/living.C:fix_player 889see also common/living.C:fix_player.
653 890
654=item patch_(attuned|repelled|denied) 891=item I<path_(attuned|repelled|denied)>
655 892
656this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 893this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
657for the pathes. 894for the pathes.
658 895
659=item luck <number> 896=item I<luck> <number>
660 897
661this luck is added to the players luck 898this luck is added to the players I<luck>
662 899
663=item move_type 900=item I<move_type>
664 901
665if the weapon has a move_type set the player inherits it's move_type 902if the weapon has a I<move_type> set the player inherits it's I<move_type>
666 903
667=item exp <number> 904=item I<exp> <number>
668 905
669the added_speed and bonus_speed of the player is raised by <number>/3. 906the added_speed and bonus_speed of the player is raised by <number>/3.
670if <number> < 0 then the added_speed is decreased by <number> 907if <number> < 0 then the added_speed is decreased by <number>
671 908
672=item weight 909=item I<weight>
673 910
674the weight of the weapon 911the weight of the weapon
675 912
676=item magic 913=item I<magic>
677 914
678the magic field affects the amounts of the following fields: 915the I<magic> field affects the amounts of the following fields:
679 916
680 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 917 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
681 918
682 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 919 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
683 920
684 - dam: the players dam is adjusted by: player->dam += (dam + magic) 921 - dam: the players dam is adjusted by: player->dam += (dam + magic)
685 922
686 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 923 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
687 (minium is 0) 924 (minium is 0)
688 925
689=item ac <number> 926=item I<ac> <number>
690 927
691the amount of ac points the player's ac is decreased 928the amount of ac points the player's I<ac> is decreased when applying this object.
692 929
693=item wc <number> 930=item I<wc> <number>
694 931
695the amount of wc points the player's wc is decreased 932the amount of wc points the player's I<wc> is decreased when applying this object.
696 933
697=back 934=back
698 935
699=head4 Player inherits following flags from weapons: 936=head4 Player inherits following flags from weapons:
700 937
705 FLAG_XRAYS 942 FLAG_XRAYS
706 FLAG_BLIND 943 FLAG_BLIND
707 FLAG_SEE_IN_DARK 944 FLAG_SEE_IN_DARK
708 FLAG_UNDEAD 945 FLAG_UNDEAD
709 946
947=head3 B<GRIMREAPER> - type 28 - Grimreapers
948
949These type are mostly used for monsters, they give the
950monster the ability to dissapear after 10 hits with AT_DRAIN.
951
952=over 4
953
954=item I<value> <number>
955
956This field stores the hits the monster did yet.
957
958=back
959
960=head3 B<CREATOR> - type 42 - Object creators
961
962Once a creator is activated by a connection it creates a number of objects
963(cloned from it's inventory or a new object derived from the archetype
964named in the other_arch slot).
965
966If FLAG_LIVESAFE is set the number of uses is unlimited.
967
968=over 4
969
970=item I<hp> <number>
971
972If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
973be used.
974
975=item I<speed> <number>
976
977If I<speed> is set the creator will create an object periodically,
978see I<speed> and I<speed_left> fields in the general object field description
979for more details.
980
981=item I<slaying> <string>
982
983If set the generated object's name and title will be set to this.
984
985=item I<other_arch> <string>
986
987If the inventory of the creator is empty new objects will be derived from the
988archetype named by <string>.
989
990=item I<connected> <number>
991
992See generic object field description.
993
994=back
995
710=head3 DRINK - type 54 - Drinkable stuff 996=head3 B<DRINK> - type 54 - Drinkable stuff
711 997
712See FOOD description. 998See B<FOOD> description.
713 999
714=head3 CHECK_INV - type 64 - Inventory checkers 1000=head3 B<CHECK_INV> - type 64 - Inventory checkers
715 1001
716This object checks whether the player has a specific item in his 1002This object checks whether the player has a specific item in his
717inventory when he moves above the inventory checker. If the player has 1003inventory when he moves above the inventory checker. If the player has
718the item (or not, which can be controlled with a flag) a connection will be triggered. 1004the item (or not, which can be controlled with a flag) a connection will be triggered.
719 1005
720If you set move_block you can deny players and monsters to reach the space where 1006If you set I<move_block> you can deny players and monsters to reach the space where
721the inventory checker is on, see 'move_block' description below. 1007the inventory checker is on, see I<move_block> description below.
722 1008
723The conditions specified by hp, slaying and race are concationated with OR. 1009The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
724So matching one of those conditions is enough. 1010So matching one of those conditions is enough.
725 1011
726=over 4 1012=over 4
727 1013
728=item move_block <move type bitmask> 1014=item I<move_block> <move type bitmask>
729 1015
730If you set this field to block a movetype the move code will block any moves 1016If you set this field to block a movetype the move code will block any moves
731onto the space with the inventory checker, IF the moving object doesn't have 1017onto 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. 1018(or has - if I<last_sp> = 0) the item that the checker is searching for.
733 1019
734=item last_sp (0|1) 1020=item I<last_sp> (0|1)
735 1021
736If last_sp is 1 'having' the item that is being checked for will 1022If I<last_sp> is 1 'having' the item that is being checked for will
737activate the connection or make the space with the checker non-blocking. 1023activate the connection or make the space with the checker non-blocking.
738If last_sp is 0 'not having' the item will activate the connection 1024If I<last_sp> is 0 'not having' the item will activate the connection
739or make the space with the checker non-blocking. 1025or make the space with the checker non-blocking.
740 1026
741=item last_heal (0|1) 1027=item I<last_heal> (0|1)
742 1028
743If last_heal is 1 the matching item will be removed if the inventory checker 1029If I<last_heal> is 1 the matching item will be removed if the inventory checker
744activates a connection and finds the item in the inventory. 1030activates a connection and finds the item in the inventory.
745 1031
746(A inventory checker that blocks a space won't remove anything from inventories) 1032(A inventory checker that blocks a space won't remove anything from inventories)
747 1033
748=item hp <number> 1034=item I<hp> <number>
749 1035
750If this field is not 0 the inventory checker will search for an object 1036If this field is not 0 the inventory checker will search for an object
751with the type id <number>. 1037with the type id <number>.
752 1038
753=item slaying <string> 1039=item I<slaying> <string>
754 1040
755If this field is set the inventory checker will search for an object that 1041If this field is set the inventory checker will search for an object that
756has the same string in the slaying field (for example a key string of a key). 1042has the same string in the I<slaying> field (for example a key string of a key).
757 1043
758=item race <string> 1044=item I<race> <string>
759 1045
760If this field is set the inventory checker will search for an object which 1046If this field is set the inventory checker will search for an object which
761has the archetype name that matches <string>. 1047has the archetype name that matches <string>.
762 1048
763=item connected <connection id> 1049=item I<connected> <connection id>
764 1050
765This is the connection that will be activated. 1051This is the connection that will be activated. The connection is
1052'pushed' when someone enters the space with the inventory checker,
1053and it is 'released' when he leaves it.
766 1054
767=back 1055See also the description of the I<connected> field in the generic object field
1056section.
768 1057
1058=back
1059
769=head3 FLESH - type 72 - Organs and body parts 1060=head3 B<FLESH> - type 72 - Organs and body parts
770 1061
771See FOOD description. 1062See B<FOOD> description.
772 1063
1064=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1065
1066A type for any object that has no special behaviour.
1067
1068=head3 B<LAMP> - type 82 - A lamp
1069
1070This object represents a lamp, that can be carried and switched
1071on and off and has a certain amount of fuel in it.
1072
1073A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1074Each of them should point at the other one with it's I<other_arch> field.
1075
1076See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1077
1078If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1079with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1080
1081=over 4
1082
1083=item I<glow_radius> <number>
1084
1085The radius of the light that the lamp emits, see also I<glow_radius> in the
1086generic object flags description.
1087
1088=item I<speed> <number>
1089
1090If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1091lamp burns it's fuel (I<food>).
1092
1093Setting FLAG_CHANGING makes only sense on the archetype which represents
1094the 'on' state of the lamp.
1095
1096See also the description of FLAG_CHANGING.
1097
1098Lamps which have no FLAG_CHANGING set would also make sense and represent
1099lamps that never burn up.
1100
1101=item I<other_arch> <number>
1102
1103This is the field that points to the 'other' archetype which represents the
1104opposite state of the lamp. The newly from I<other_arch> derived object will
1105replace the current object and will get the value of I<food> of the replaced object.
1106
1107Rationale:
1108
1109When the lamp (on) is applied a new object is derived from the archetype
1110in I<other_arch> and the I<food> value is copied to it ('the fuel is
1111transferred'). The new lamp (off) object has to have a I<other_arch> field
1112which points to the archetype from which a lamp (on) can be derived.
1113
1114=item I<food> <number>
1115
1116This fields stands for the fuel of the lamp.
1117
1118=back
1119
1120=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1121
1122This type of objects multiplies objects that are above it when it is activated.
1123You can even multiply by 0, which will destroy the object.
1124
1125=over 4
1126
1127=item I<level> <number>
1128
1129The multiplicator, if set to 0 or lower it will destroy the objects above it.
1130
1131=item I<other_arch> <string>
1132
1133The archetype name of the objects that should be multiplied.
1134
1135=item I<connected> <number>
1136
1137See generic object field description.
1138
1139=back
1140
773=head3 HOLE - type 94 - Holes 1141=head3 B<HOLE> - type 94 - Holes
774 1142
775Holes are holes in the ground where objects can fall through. When the hole 1143B<HOLE>s are holes in the ground where objects can fall through. When the hole
776opens and/or is completly open all objects above it fall through (more 1144opens and/or is completly open all objects above it fall through (more
777precisely: if their head is above the hole). 1145precisely: if their head is above the hole).
778 1146
1147When the B<HOLE> is activated it's speed is set to 0.5.
1148
779Trapdoors can only transfer the one who falls through to other coordinates 1149These holes can only transfer the one who falls through to other coordinates
780on the B<same> map. 1150on the same map.
781 1151
782=over 4 1152=over 4
783 1153
784=item maxsp (0|1) 1154=item I<maxsp> (0|1)
785 1155
786This field negates the state of the connection: When maxsp is 1 the pit will 1156This field negates the state of the connection: When maxsp is 1 the pit will
787open/close when the connection is deactivated. Otherwise it will open/close 1157open/close when the connection is deactivated. Otherwise it will open/close
788when the connection is activated. This field only has effect when the 1158when the connection is activated. This field only has effect when the
789connection is triggered. So if you put a closed hole on a map, and the 1159connection is triggered. So if you put a closed hole on a map, and the
790connection is deactivated, and maxsp is 1 the hole will remain closed until the 1160connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
791connection was triggered once. 1161connection was triggered once.
792 1162
793=item connected <connection id> 1163=item I<connected> <connection id>
794 1164
795This is the connection id, which lets the hole opening or closing when 1165This is the connection id, which lets the hole opening or closing when
796activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1166activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
797at which connection state the object is activated. 1167at which connection state the object is activated.
798 1168
799For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1169For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
800the connection is released. 1170the connection is released.
801 1171
802=item wc <number> (internal) 1172=item I<wc> <number> (internal)
803 1173
804This is an internal flag. If it is greater than 0 it means that the hole is not 1174This is an internal field. If it is greater than 0 it means that the hole is not
805yet fully open. More preciesly: this field is the animation-step and if it is 1175yet fully open. More preciesly: this field is the animation-step and if it is
806set to the 'closed' step of the animation the hole is closed and if it is on 1176set to the 'closed' step of the animation the hole is closed and if it is on
807the 'open' animation step (wc = 0), the hole is open. 1177the 'open' animation step (I<wc> = 0), the hole is open.
808 1178
809=item sp <number> 1179=item I<sp> <number>
810 1180
811The destination y coordinates on the same map. 1181The destination y coordinates on the same map.
812 1182
813=item hp <number> 1183=item I<hp> <number>
814 1184
815The destination x coordinates on the same map. 1185The destination x coordinates on the same map.
816 1186
817=back 1187=back
818 1188
819=head3 POISONING - type 105 - The poisoning of players and monsters 1189=head3 B<POISONING> - type 105 - The poisoning of players and monsters
820 1190
821This type is doing the actual damage to the ones who were attacked 1191This type is doing the actual damage to the ones who were attacked
822via AT_POISON (or drank POISON). 1192via AT_POISON (or drank B<POISON>).
823 1193
824The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1194The duration is handled via the FLAG_IS_USED_UP mechanism (please look
825there for details). 1195there for details).
826 1196
827=over 4 1197=over 4
828 1198
829=item dam <number> 1199=item I<dam> <number>
830 1200
831Each time the poisoning is processed (which is determined by the speed and speed_left 1201Each time the poisoning is proccessed (which is determined by the I<speed> and
832fields, see the general object attributes above) it hits the player with 1202I<speed_left> fields, see the general object fields description above) it hits
833<number> damage and the AT_INTERNAL attacktype (means: it will simply 1203the player with <number> damage and the AT_INTERNAL attacktype (means: it will
834hit the player with no strings attached). 1204simply hit the player with no strings attached).
835 1205
836=item food <number> 1206=item I<food> <number>
837 1207
838Just a note: The posion is removed when food == 1 and not when 1208Just a note: The posioning is removed if I<food> == 1 and not if
839the whole duration is up, because the POISONING code has to remove 1209the whole I<duration> is up, because the B<POISONING> code has to remove
840the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1210the poison-effects from the player before the FLAG_IS_USED_UP mechanism
841deletes the POISONING object. 1211deletes the B<POISONING> object.
842 1212
843=back 1213=back
844 1214
845=head3 FORCE - type 114 - Forces 1215=head3 B<FORCE> - type 114 - Forces
846 1216
847Forces are a very 'thin' type. They don't have much behaviour other than 1217Forces are a very 'thin' type. They don't have much behaviour other than
848disappearing after a time and/or affecting the player if they are in his 1218disappearing after a time and/or affecting the player if they are in his
849inventory. 1219inventory.
850 1220
851Forces only take effect on the player if they have set FLAG_APPLIED. 1221Forces only take effect on the player if they have FLAG_APPLIED set.
852 1222
853Whether the duration field is processed or not a tick is controlled via the 1223Whether the I<duration> field is processed or not per tick is controlled by the
854speed and speed_left field. Look above at the generic description of these 1224I<speed> and I<speed_left> fields. Look above in the generic object field description.
855fields.
856 1225
857NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1226NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
858like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1227interpreter like described in the description of the FLAG_IS_USED_UP flag.
8590 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1228BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
860If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1229will still last for I<duration>. If the FLAG_APPLIED is not set the force is
861Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1230removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1231have good semantics on forces, try to avoid it.
862 1232
863=over 4 1233=over 4
864 1234
865=item duration 1235=item I<duration>
866 1236
867While this field is greater than 0 the force/object is not destroyed. It is 1237While this field is greater than 0 the force/object is not destroyed. It is
868decreased each tick by 1. 1238decreased each tick by 1.
869 1239
870If it reaches 0 the force/object is destroyed. 1240If it reaches 0 the force/object is destroyed.
873FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1243FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
874what happens then. 1244what happens then.
875 1245
876=back 1246=back
877 1247
878=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1248=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
879 1249
880This object is generated by the POTION code when the potion is a resistance 1250This object is generated by the B<POTION> code when the potion is a resistance
881giving potion. It has mainly the same behaviour as a FORCE. 1251giving potion. It has mainly the same behaviour as a B<FORCE>.
882 1252
883The specialty of the potion effect is that the resistancy it gives is absolute, 1253The specialty of the potion effect is that the resistancy it gives is absolute,
884so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1254so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
885fire. 1255fire.
886 1256
887Multiple potion effects only give you the maximum of their resistancy. 1257Multiple potion effects only give you the maximum of their resistancy.

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