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Revision 1.2 by elmex, Mon Dec 18 12:01:20 2006 UTC vs.
Revision 1.16 by elmex, Wed Dec 20 21:30:42 2006 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
79=item speed <numeric> 113=item I<speed> <number>
80 114
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 115If 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!). 116on the active object list and will be processed each tick (see also speed_left!).
83 117
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 118If 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. 119from the active object list and it won't experience any processing per tick.
86 120
87=item speed_left <number> 121=item I<speed_left> <number>
88 122
89If this field is greater than 0 and the object is on the 123If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 124active list (mostly means it's speed is also greater than 0):
91 125
92 - speed_left is decreased by 1 126 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 127 - and this object is processed and experiences a server tick.
94 128
95If the object is on the active list and speed_left is lower or 129If 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 130equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 131on the end of the tick.
98 132
133This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
134the more seldom the object is processed. And the higher I<speed> is
135the more often the object is processed.
136
137=item I<connected> <number>
138
139When this field is set the object will be linked to a connection with the
140id <number>. What happens when the connection is 'activated' depends on the
141type of the object.
142
143FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
144when to activate the object, see description of these below for further details.
145
99=item no_drop (0|1) 146=item I<no_drop> (0|1)
100 147
101Sets the flag FLAG_NO_DROP. See the Flags section below. 148Sets the flag FLAG_NO_DROP.
149See Flags section below.
102 150
103=item applied (0|1) 151=item I<applied> (0|1)
104 152
105Sets the flag FLAG_APPLIED. See the Flags section below. 153Sets the flag FLAG_APPLIED.
154See Flags section below.
106 155
107=item is_used_up (0|1) 156=item I<is_used_up> (0|1)
108 157
109Sets the flag FLAG_IS_USED_UP. See Flags section below. 158Sets the flag FLAG_IS_USED_UP.
159See Flags section below.
110 160
161=item I<changing> (0|1)
162
163Sets the flag FLAG_CHANGING.
164See Flags section below.
165
166=item I<auto_apply> (0|1)
167
168Sets the flag FLAG_AUTO_APPLY.
169See Flags section below.
170
171=item I<no_steal> (0|1)
172
173Sets the flag FLAG_NO_STEAL.
174See Flags section below.
175
176=item I<reflecting> (0|1)
177
178Sets the flag FLAG_REFLECTING.
179See Flags section below.
180
181=item I<reflect_spell> (0|1)
182
183Sets the flag FLAG_REFL_SPELL.
184See Flags section below.
185
186=item I<no_skill_ident> (0|1)
187
188Sets the flag FLAG_NO_SKILL_IDENT.
189See Flags section below.
190
191=item I<activate_on_push> (0|1) (default: 1)
192
193Sets the flag FLAG_ACTIVATE_ON_PUSH.
194See Flags section below.
195
196=item I<activate_on_release> (0|1) (default: 1)
197
198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
199See Flags section below.
200
111=item editable (more than deprecated) 201=item I<editable> (more than deprecated)
112 202
113This field had a special meaning for crossedit, which used parts 203This field had a special meaning for crossedit, which used parts
114of the server code for editing. Wherever you see this attribute being 204of the server code for editing. Wherever you see this field being
115set in an archetype ignore it and/or remove it. No code interprets this 205set in an archetype ignore it and/or remove it. No code interprets this
116field anymore. 206field anymore.
117 207
118=back 208=back
119 209
131 221
132This flag mostly states whether this object has been 'applied' by the player. 222This flag mostly states whether this object has been 'applied' by the player.
133For objects that are applied by the code or have this flag set in the archetype 223For objects that are applied by the code or have this flag set in the archetype
134it mostly means 'this object is active'. 224it mostly means 'this object is active'.
135 225
136For example the player adjustments of the hp/sp/grace fields and inheritance 226For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
137of flags from objects in his inventory is toggled by this flag. 227of flags from objects in his inventory is toggled by this flag.
138 228
139=item FLAG_IS_USED_UP 229=item FLAG_IS_USED_UP
140 230
141This flag controls whether an object is 'used up'. If it is set the 'food' field 231This flag controls whether an object is 'used up'. If it is set I<food>
142of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 232is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
143it is removed.
144 233
145If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 234If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
146this object is removed or not, see the Force type below for the meaning 235this object is removed or not, see the B<FORCE> type below for the meaning
147of the duration field in this context. 236of the duration field in this context.
148 237
149=back 238If FLAG_APPLIED is not set the object is destroyed.
150 239
151=head2 Description of type specific attributes 240=item FLAG_CHANGING
241
242If 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
245=item FLAG_IS_A_TEMPLATE (internal use)
246
247This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
248or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
249
250=item FLAG_AUTO_APPLY
251
252This flag has currently only meaning for the B<TREASURE> type, see below.
253
254=item FLAG_ACTIVATE_ON_PUSH
255
256This flag has only meaning for objects that can be linked together
257by the I<connected> field and controls wether the object should
258be activated when the connection is 'pushed' or it is 'released'.
259
260What 'pushed' and 'released' means depends on the object that
261activates the connection.
262
263This flag is by default on.
264
265=item FLAG_ACTIVATE_ON_RELEASE
266
267This flag has only meaning for objects that can be linked together
268by the I<connected> field and controls wether the object should
269be activated when the connection is 'pushed' or it is 'released'.
270
271What 'pushed' and 'released' means depends on the object that
272activates the connection.
273
274This flag is by default on.
275
276=item FLAG_NO_STEAL
277
278When this flag is set this object can't be stolen. The flag will be
279resetted once the object is placed on a map.
280
281When 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=item FLAG_NO_SKILL_IDENT
285
286This flag is mostly used internal and prevents unidentified objects
287(objects which don't have FLAG_IDENTIFIED set) being identified
288multiple times by skills.
289
290This flag is used to mark objects which were unsuccessfully identified by a
291players skill. So that multiple tries of identifying aren't more effective than
292one.
293
294=item FLAG_REFLECTING
295
296This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
297to indicate whether this object reflects off walls.
298
299=item FLAG_REFL_SPELL
300
301This flag indicates whether something reflects spells, like spell reflecting
302amuletts.
303
304=back
305
306=head2 Description of type specific fields and behaviour
152 307
153The beginning of the headers of the following subsection 308The beginning of the headers of the following subsection
154are the server internal names for the objects types, see include/define.h. 309are the server internal names for the objects types, see include/define.h.
155The numeric values are maybe not 100% accurate, as the code is a changing
156target, please consult include/define.h in doubt :-)
157 310
311=head3 B<TRANSPORT> - type 2 - Player transports
312
313This type is implemented by the transport extension and has currently no special
314fields that affect it.
315
316=head3 B<ROD> - type 3 - Rods that fire spells
317
318Rods contain spells and can be fired by a player.
319
320=over 4
321
322=item I<level> <number>
323
324This field is used for calculating the spell level that can be fired
325with this rod, it's also the maximum level of the spell that can be fired.
326The level of the spell that is being fired depends mostly on
327the 'use magic item' skill level of the player and 1/10 of the level of the
328rod is added as bonus.
329
330=item I<hp> <number>
331
332The amount of spellpoints this rod has left.
333
334=item I<maxhp> <number>
335
336The maximum amount of spellpoints this rod has.
337
338=item I<skill> <skill name>
339
340This field determines which skill you need to apply this object.
341
342=back
343
344=head3 B<TREASURE> - type 4 - Treasures
345
346This type of objects are for random treasure generation in maps.
347If this object is applied by a player it will replace itself with it's
348inventory. If it is automatically applied
349generate a treasure and replace itself with the generated treasure.
350
351Chests are also of this type, their treasures are generated by
352the auto apply code on map instantiation.
353
354=over 4
355
356=item I<hp> <number>
357
358The number of treasures to generate.
359
360=item I<exp> <level>
361
362If FLAG_AUTO_APPLY is not set the exp field has no further meaning
363and the difficulty for the treasurecode only depends on the maps difficulty,
364otherwise the exp field has the following meaning:
365
366If this field is not 0 it is passed as the difficulty
367to the treasure generation code to determine how good, how much
368worth a treasure is or what bonuses it is given by the treasure code.
369
370If this field is not set or 0 the difficulty of the map is passed to the treasure
371generation code.
372
373=item I<randomitems> <treasurelist>
374
375The treasurelist to use to generate the treasure which is put in the
376treasure objects inventory.
377
378=back
379
380=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
381
382These objects contain a spell and will emit it on apply, which most
383of the time has the meaning of 'drinking'.
384
385If no resistancy field, stat field or attacktype is set and no spell
386is put in the potion by the sp field or the randomitems the
387potion will become an artifact and the artifact code decides which kind
388of potion will be generated.
389
390If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
391will yield an explosion and hurt the player.
392
393=over 4
394
395=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
396
397These stat fields determine how many stat points the player gets
398when he applies this potion.
399
400If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
401
402=item I<sp> <number>
403
404If this field is set and the randomitems field is not set
405the field is interpreted as spell number, please look the right
406number up in common/loader.C.
407
408If this field is set the randomitems field will be unset by the
409map loading code.
410
411=item I<attacktype> <attacktype>
412
413This field has some special meaning in potions, currently the
414bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
415restoration potion or improvement potion.
416See include/attackinc.h for the bits of these types.
417
418If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
419will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
420set the player will be drained a random stat by inserting an ARCH_DEPLETION
421into him.
422
423If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
424When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
425
426=item I<resist_RESISTANCY> <number>
427
428If this stat is set and no spell is in the potion the potion
429will create a force that give the player this specific resistancy.
430The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
431and the potion will last 10 times longer than the default force archetype
432FORCE_NAME (at the moment of this writing spell/force.arc).
433
434=item I<randomitems> <treasurelist>
435
436The inventory/spell of the potion will be created by calling the treasure code
437with the treasurelist specified here. (I guess it's highly undefined what
438happens if there is not a spell in the potions inventory).
439
440=item I<on_use_yield> <archetype>
441
442When this object is applied an instance of <archetype> will be created.
443
444=item I<subtypes> <potion subtype>
445
446see include/spells.h for possible potion subtypes, there are currently 4:
447
448=over 4
449
450=item POT_SPELL
451
452Unused, default behaiour of a potion.
453
454=item POT_DUST
455
456This potion can be thrown to cast the spell that it has in it's inventory,
457the behaviour is not defined if there is not a B<SPELL> in the inventory and the
458server will log an error.
459
460=item POT_FIGURINE
461
462Unused, default behaiour of a potion.
463
464=item POT_BALM
465
466Unused, default behaiour of a potion.
467
468=back
469
470=back
471
472=head3 B<FOOD> - type 6 - Eatable stuff
473
474This is for objects that are representing general eatables like
475beef or bread.
476
477The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
478give different messages.
479
480The specialty of B<FLESH> is that it inherits the resistancies of the
481monsters it was generated in and will let dragons raise their resistancies
482with that. If the monster has the B<POISON> attacktype the B<FLESH>
483will change into B<POISON>.
484
485If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
486and if he doesn't find any of that he will start eating B<FLESH>.
487
488=over 4
489
490=item I<title> <string>
491
492If the food has B<title> set or is cursed it is considered 'special', which
493means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
494I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
495on the player.
496
497The higher the I<food> field is the longer the improvement of the player lasts
498(except for I<hp> and I<sp>).
499
500=item I<food> <number>
501
502This is the amount of food points the player gets when he eats this.
503
504=item I<on_use_yield> <archetype>
505
506When this object is applied an instance of <archetype> will be created.
507
508=back
509
510=head3 B<POISON> - type 7 - Poisonous stuff
511
512This type is for objects that can poison the player when he drinks/applies it.
513When applied it will hit the attacked with AT_POISON and will create
514a B<POISONING> object in the one who was hit.
515
516=over 4
517
518=item I<level> <number>
519
520This field affects the propability of poisoning. The higher the level difference
521between the one who is hit and the poision the more propable it is the attacked
522one will be poisoned.
523
524=item I<slaying> <race>
525
526This field has the usual meaning of 'slaying', when the
527poisoned's race matches the I<slaying> field the damage done by the poison
528is multiplied by 3.
529
530=item I<hp> <number>
531
532This is the amount of damage the player will receive from applying this. The
533attacktype AT_POISON will be used to hit the player and the damage will
534determine the strenght, duration and depletion of stats of the poisoning. The
535created B<POISONING> object which is being placed in the one who was attacked will
536get the damage from this field (which is maybe adjusted by slaying or the
537resistancies).
538
539=item I<food> <number>
540
5411/4 of <number> will be drained from the players I<food>.
542
543=item I<on_use_yield> <archetype>
544
545When this object is applied an instance of <archetype> will be created.
546
547=back
548
549=head3 B<BOOK> - type 8 - Readable books
550
551This type is basically for representing text books in the game.
552
553Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
554
555=over 4
556
557=item I<msg> <text>
558
559This is the contents of the book. When this field is unset
560at treasure generation a random text will be inserted.
561
562=item I<skill> <skill name>
563
564The skill required to read this book. (The most resonable
565skill would be literacy).
566
567=item I<exp> <number>
568
569The experience points the player get for reading this book.
570
571=item I<subtype> <readable subtype>
572
573This field determines the type of the readable.
574Please see common/readable.C in the readable_message_types table.
575
576=back
577
578=head3 B<CLOCK> - type 9 - Clocks
579
580This type of objects just display the time when being applied.
581
582=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
583
584This is a spell effect of a moving bolt. It moves straigt forward
585through the map until something blocks it.
586If FLAG_REFLECTING is set it even reflects on walls.
587
588FLAG_IS_TURNABLE should be set on these objects.
589
590=over 4
591
592=item I<move_type> <movetype>
593
594This field affects the move type with which the lightning moves through
595the map and which map cells will reflect or block it.
596
597=item I<attacktype> <attacktype>
598
599The attacktype with which it hits the objects on the map.
600
601=item I<dam> <number>
602
603The damage this bolt inflicts when it hits objects on the map.
604
605=item I<Dex> <number>
606
607This is the fork percentage, it is reduced by 10 per fork.
608And the I<dam> field is halved on each fork.
609
610=item I<Con> (internal)
611
612This value is a percentage of which the forking lightning
613is deflected to the left. This value should be mostly used internally.
614
615=item I<duration> <number>
616
617The duration the bolt stays on a map cell. This field is decreased each time
618the object is processed (see the meaning of I<speed> and I<speed_left> fields in
619the generic object field description).
620
621=item I<range> <number>
622
623This is the range of the bolt, each space it advances this field is decreased.
624
625=back
626
627=head3 B<ARROW> - type 13 - Arrows
628
629This is the type for objects that represent projectiles like arrows.
630The movement of B<THROWN_OBJ>s behave similar to this type.
631
632Flying arrows are stopped either when they hit something blocking
633(I<move_block>) or something which is alive.
634If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
635set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
636damage with a small chance which is affected by the I<level> field of the arrow.
637
638If FLAG_REFLECTING is set on the arrow it will bounce off everything
639that is not alive and blocks it's movement.
640
641When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
642fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
643the object, to restore them once the arrow has been stopped.
644
645=over 4
646
647=item I<dam> <number>
648
649The amount of damage that is being done to the victim that gets hit.
650This field is recomputed when the arrow is fired and will consist
651of the sum of a damage bonus (see description of the B<BOW> type),
652the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
653and the arrows I<magic> field.
654
655=item I<wc> <number>
656
657The weapon class of the arrow, which has effect on the propability of hitting.
658
659It 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
664When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
665level is not added.
666
667wc_mod is dependend on the fire mode of the bow. For a more detailed
668explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
669
670=item I<magic> <number>
671
672This field is added to the damage of the arrow when it is shot and
673will also improve it's I<speed> by 1/5 of it's value.
674
675=item I<attacktype> <attacktype>
676
677Bitfield which decides the attacktype of the damage, see include/attackinc.h
678On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
679
680=item I<level> <number> (interally used)
681
682The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
683see above in the B<ARROW> description.
684
685The I<level> is set when the arrow is fired to either the skill level or the
686shooters level.
687
688=item I<speed> <number> (internal)
689
690This field shouldn't be set directly in the archetype, the arrow will get it's
691I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
692arrow will be stopped immediatly.
693
694On fireing the I<speed> of the arrow is computed of 1/5 of the
695sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
696of the bows I<dam> field is added to the I<speed> of the arrow.
697
698The minimum I<speed> of an arrow is 1.0.
699
700While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
701
702If the I<speed> is above 10.0 it goes straight through the creature it hits and
703it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
704stopped and either sticked into the victim (see I<weight> field description) or
705put on it's map square (if it didn't break, see description of the I<food> field).
706
707=item I<weight> <number>
708
709This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
710the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
711
712=item I<food> <number>
713
714The breaking percentage. 100 (%) means: breaks on usage for sure.
715
716=item I<inventory> (internal)
717
718If the flying/moving object has something in it's inventory and it stops, it
719will be replaced with it's inventory. Otherwise it will be handled as usual,
720which means: it will be calculated whether the arrow breaks and it will be
721reset for reuse.
722
723=item I<slaying> <string>
724
725When the bow that fires this arrow has it's I<slaying> field set it is copied
726to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
727
728=item I<move_type> <movetype> (internally used)
729
730This field is set when the arrow is shot to MOVE_FLY_LOW.
731
732=item I<move_on> <movetype> (internally used)
733
734This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
735
736=item I<race> <string>
737
738The I<race> field is a unique key that assigns arrows, bows and quivers. When
739shooting an arrow the bows I<race> is used to search for arrows (which have the
740same I<race> as the bow) in the players inventory and will recursively search in
741the containers (which are applied and have the same I<race> as the bow and the arrow).
742
743=back
744
745=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
746
747TODO, but take into account B<ARROW> description above!
748
158=head3 WEAPON - type 15 - Weapons 749=head3 B<WEAPON> - type 15 - Weapons
159 750
160This type is for general hack and slash weapons like swords, maces 751This type is for general hack and slash weapons like swords, maces
161and daggers and and .... 752and daggers and and ....
162 753
163=over 4 754=over 4
164 755
165=item weapontype <type id> 756=item I<weapontype> <type id>
166 757
167decides what attackmessages are generated, see include/define.h 758decides what attackmessages are generated, see include/define.h
168 759
169=item attacktype <bitmask> 760=item I<attacktype> <bitmask>
170 761
171bitfield which decides the attacktype of the damage, see include/attackinc.h 762bitfield which decides the attacktype of the damage, see include/attackinc.h
172 763
173=item dam <number> 764=item I<dam> <number>
174 765
175amount of damage being done with the attacktype 766amount of damage being done with the attacktype
176 767
177=item item_power <level> 768=item I<item_power> <level>
178 769
179the itempower of this weapon. 770the itempower of this weapon.
180 771
181=item name 772=item I<name>
182 773
183the name of the weapon. 774the name of the weapon.
184 775
185=item level (internal) 776=item I<level> (internal)
186 777
187The improvement state of the weapon. 778The improvement state of the weapon.
188If this field is greater than 0 the 'name' field starts with the 779If this field is greater than 0 the I<name> field starts with the
189characters name who improved this weapon. 780characters name who improved this weapon.
190 781
191=item last_eat (internal) 782=item I<last_eat> (internal)
192 783
193seems to be the amount of improvements of a weapon, 784This seems to be the amount of improvements of a weapon,
194the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 785the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
195 786
196 ((who->level / 5) + 5) >= op->last_eat 787 ((who->level / 5) + 5) >= op->last_eat
197 788
198=item last_sp 789=item I<last_sp>
199 790
200the weapon speed (see magic description) 791the weapon speed (see magic description)
201 792
202=item food <number> 793=item I<food> <number>
203 794
204addition to food regeneration of the player 795addition to food regeneration of the player
205 796
206=item hp <number> 797=item I<hp> <number>
207 798
208addition to health regeneration 799addition to health regeneration
209 800
210=item sp <number> 801=item I<sp> <number>
211 802
212addition to mana regeneration 803addition to mana regeneration
213 804
214=item grace <number> 805=item I<grace> <number>
215 806
216addititon to grace regeneration 807addititon to grace regeneration
217 808
218=item gen_sp_armour <number> 809=item I<gen_sp_armour> <number>
219 810
220the players gen_sp_armour field (which is per default 10) is added the <number> amount. 811the players I<gen_sp_armour> field (which is per default 10) is being added the
221gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 812<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
222is multiplied: gen_sp *= 10/<number> 813do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
223meaning: values > 10 of gen_sp_armour limits the amout of regenerated 814I<gen_sp_armour> limits the amout of regenerated spellpoints.
224spellpoints.
225 815
226generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 816Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
227sp regeneration. 817I<sp> regeneration.
228 818
229=item body_<body slot/part> 819=item I<body_BODYSLOT>
230 820
231the part of the body you need to use this weapon, possible values should be 821The part of the body you need to use this weapon, possible values should be
232looked up in common/item.C at body_locations. 822looked up in common/item.C at body_locations.
233 823
234=item resist_<resistnacy> <number> 824=item I<resist_RESISTNACY> <number>
235 825
236this is the factor with which the difference of the players resistancy and 100% 826this is the factor with which the difference of the players resistancy and 100%
237is multiplied, something like this: 827is multiplied, something like this:
238 828
239 additional_resistancy = (100 - current_resistanct) * (<number>/100) 829 additional_resistancy = (100 - current_resistanct) * (<number>/100)
243 833
244 'total resistance = total protections - total vulnerabilities' 834 'total resistance = total protections - total vulnerabilities'
245 835
246see also common/living.C:fix_player 836see also common/living.C:fix_player
247 837
248=item patch_(attuned|repelled|denied) 838=item I<path_(attuned|repelled|denied)>
249 839
250this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 840this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
251for the pathes. 841for the pathes.
252 842
253=item luck <number> 843=item I<luck> <number>
254 844
255this luck is added to the players luck 845this luck is added to the players I<luck>
256 846
257=item move_type 847=item I<move_type>
258 848
259if the weapon has a move_type set the player inherits it's move_type 849if the weapon has a I<move_type> set the player inherits it's I<move_type>
260 850
261=item exp <number> 851=item I<exp> <number>
262 852
263the added_speed and bonus_speed of the player is raised by <number>/3. 853the added_speed and bonus_speed of the player is raised by <number>/3.
264if <number> < 0 then the added_speed is decreased by <number> 854if <number> < 0 then the added_speed is decreased by <number>
265 855
266=item weight 856=item I<weight>
267 857
268the weight of the weapon 858the weight of the weapon
269 859
270=item magic 860=item I<magic>
271 861
272the magic field affects the amounts of the following fields: 862the I<magic> field affects the amounts of the following fields:
273 863
274 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 864 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
275 865
276 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 866 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
277 867
278 - dam: the players dam is adjusted by: player->dam += (dam + magic) 868 - dam: the players dam is adjusted by: player->dam += (dam + magic)
279 869
280 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 870 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
281 (minium is 0) 871 (minium is 0)
282 872
283=item ac <number> 873=item I<ac> <number>
284 874
285the amount of ac points the player's ac is decreased 875the amount of ac points the player's I<ac> is decreased when applying this object.
286 876
287=item wc <number> 877=item I<wc> <number>
288 878
289the amount of wc points the player's ac is decreased 879the amount of wc points the player's I<wc> is decreased when applying this object.
290 880
291=back 881=back
292 882
293=head4 Player inherits following flags from weapons: 883=head4 Player inherits following flags from weapons:
294 884
295 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 885 FLAG_LIFESAVE
296 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 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
297 893
894=head3 B<GRIMREAPER> - type 28 - Grimreapers
895
896These type are mostly used for monsters, they give the
897monster the ability to dissapear after 10 hits with AT_DRAIN.
898
899=over 4
900
901=item I<value> <number>
902
903This field stores the hits the monster did yet.
904
905=back
906
907=head3 B<CREATOR> - type 42 - Object creators
908
909Once a creator is activated by a connection it creates a number of objects
910(cloned from it's inventory or a new object derived from the archetype
911named in the other_arch slot).
912
913If FLAG_LIVESAFE is set the number of uses is unlimited.
914
915=over 4
916
917=item I<hp> <number>
918
919If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
920be used.
921
922=item I<speed> <number>
923
924If I<speed> is set the creator will create an object periodically,
925see I<speed> and I<speed_left> fields in the general object field description
926for more details.
927
928=item I<slaying> <string>
929
930If set the generated object's name and title will be set to this.
931
932=item I<other_arch> <string>
933
934If the inventory of the creator is empty new objects will be derived from the
935archetype named by <string>.
936
937=item I<connected> <number>
938
939See generic object field description.
940
941=back
942
943=head3 B<DRINK> - type 54 - Drinkable stuff
944
945See B<FOOD> description.
946
947=head3 B<CHECK_INV> - type 64 - Inventory checkers
948
949This object checks whether the player has a specific item in his
950inventory when he moves above the inventory checker. If the player has
951the item (or not, which can be controlled with a flag) a connection will be triggered.
952
953If you set I<move_block> you can deny players and monsters to reach the space where
954the inventory checker is on, see I<move_block> description below.
955
956The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
957So matching one of those conditions is enough.
958
959=over 4
960
961=item I<move_block> <move type bitmask>
962
963If you set this field to block a movetype the move code will block any moves
964onto the space with the inventory checker, IF the moving object doesn't have
965(or has - if I<last_sp> = 0) the item that the checker is searching for.
966
967=item I<last_sp> (0|1)
968
969If I<last_sp> is 1 'having' the item that is being checked for will
970activate the connection or make the space with the checker non-blocking.
971If I<last_sp> is 0 'not having' the item will activate the connection
972or make the space with the checker non-blocking.
973
974=item I<last_heal> (0|1)
975
976If I<last_heal> is 1 the matching item will be removed if the inventory checker
977activates 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=item I<hp> <number>
982
983If this field is not 0 the inventory checker will search for an object
984with the type id <number>.
985
986=item I<slaying> <string>
987
988If this field is set the inventory checker will search for an object that
989has the same string in the I<slaying> field (for example a key string of a key).
990
991=item I<race> <string>
992
993If this field is set the inventory checker will search for an object which
994has the archetype name that matches <string>.
995
996=item I<connected> <connection id>
997
998This is the connection that will be activated. The connection is
999'pushed' when someone enters the space with the inventory checker,
1000and it is 'released' when he leaves it.
1001
1002See also the description of the I<connected> field in the generic object field
1003section.
1004
1005=back
1006
1007=head3 B<FLESH> - type 72 - Organs and body parts
1008
1009See B<FOOD> description.
1010
1011=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1012
1013A type for any object that has no special behaviour.
1014
1015=head3 B<LAMP> - type 82 - A lamp
1016
1017This object makes light.
1018
1019=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1020
1021This type of objects multiplies objects that are above it when it is activated.
1022You can even multiply by 0, which will destroy the object.
1023
1024=over 4
1025
1026=item I<level> <number>
1027
1028The multiplicator, if set to 0 or lower it will destroy the objects above it.
1029
1030=item I<other_arch> <string>
1031
1032The archetype name of the objects that should be multiplied.
1033
1034=item I<connected> <number>
1035
1036See generic object field description.
1037
1038=back
1039
1040=head3 B<HOLE> - type 94 - Holes
1041
1042B<HOLE>s are holes in the ground where objects can fall through. When the hole
1043opens and/or is completly open all objects above it fall through (more
1044precisely: if their head is above the hole).
1045
1046When the B<HOLE> is activated it's speed is set to 0.5.
1047
1048These holes can only transfer the one who falls through to other coordinates
1049on the same map.
1050
1051=over 4
1052
1053=item I<maxsp> (0|1)
1054
1055This field negates the state of the connection: When maxsp is 1 the pit will
1056open/close when the connection is deactivated. Otherwise it will open/close
1057when the connection is activated. This field only has effect when the
1058connection is triggered. So if you put a closed hole on a map, and the
1059connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1060connection was triggered once.
1061
1062=item I<connected> <connection id>
1063
1064This is the connection id, which lets the hole opening or closing when
1065activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1066at which connection state the object is activated.
1067
1068For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1069the connection is released.
1070
1071=item I<wc> <number> (internal)
1072
1073This is an internal field. If it is greater than 0 it means that the hole is not
1074yet fully open. More preciesly: this field is the animation-step and if it is
1075set to the 'closed' step of the animation the hole is closed and if it is on
1076the 'open' animation step (I<wc> = 0), the hole is open.
1077
1078=item I<sp> <number>
1079
1080The destination y coordinates on the same map.
1081
1082=item I<hp> <number>
1083
1084The destination x coordinates on the same map.
1085
1086=back
1087
1088=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1089
1090This type is doing the actual damage to the ones who were attacked
1091via AT_POISON (or drank B<POISON>).
1092
1093The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1094there for details).
1095
1096=over 4
1097
1098=item I<dam> <number>
1099
1100Each time the poisoning is proccessed (which is determined by the I<speed> and
1101I<speed_left> fields, see the general object fields description above) it hits
1102the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1103simply hit the player with no strings attached).
1104
1105=item I<food> <number>
1106
1107Just a note: The posioning is removed if I<food> == 1 and not if
1108the whole I<duration> is up, because the B<POISONING> code has to remove
1109the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1110deletes the B<POISONING> object.
1111
1112=back
1113
298=head3 FORCE - type 114 - Forces 1114=head3 B<FORCE> - type 114 - Forces
299 1115
1116Forces are a very 'thin' type. They don't have much behaviour other than
1117disappearing after a time and/or affecting the player if they are in his
1118inventory.
1119
300Note: Forces only take effect on the player if they have set FLAG_APPLIED. 1120Forces only take effect on the player if they have FLAG_APPLIED set.
301 1121
302Whether the duration field is processed or not a tick is controlled via the 1122Whether the I<duration> field is processed or not per tick is controlled by the
303speed and speed_left field. Look above at the generic description of these 1123I<speed> and I<speed_left> fields. Look above in the generic object field description.
304fields.
305 1124
306=over 4 1125NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1126interpreter like described in the description of the FLAG_IS_USED_UP flag.
1127BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1128will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1129removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1130have good semantics on forces, try to avoid it.
307 1131
1132=over 4
1133
308=item duration 1134=item I<duration>
309 1135
310While this field is greater than 0 the force is not removed. 1136While this field is greater than 0 the force/object is not destroyed. It is
311It is decreased each tick by 1. 1137decreased each tick by 1.
312 1138
1139If it reaches 0 the force/object is destroyed.
1140
1141This field can have this meaning for B<any> object if that object has
1142FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1143what happens then.
1144
313=back 1145=back
1146
1147=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1148
1149This object is generated by the B<POTION> code when the potion is a resistance
1150giving potion. It has mainly the same behaviour as a B<FORCE>.
1151
1152The specialty of the potion effect is that the resistancy it gives is absolute,
1153so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1154fire.
1155
1156Multiple potion effects only give you the maximum of their resistancy.

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