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Revision 1.7 by elmex, Tue Dec 19 21:06:08 2006 UTC vs.
Revision 1.18 by elmex, Thu Dec 21 21:24:06 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
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
176=item I<no_steal> (0|1)
177
178Sets the flag FLAG_NO_STEAL.
179See Flags section below.
180
181=item I<reflecting> (0|1)
182
183Sets the flag FLAG_REFLECTING.
184See Flags section below.
185
186=item I<reflect_spell> (0|1)
187
188Sets the flag FLAG_REFL_SPELL.
189See Flags section below.
190
191=item I<no_skill_ident> (0|1)
192
193Sets the flag FLAG_NO_SKILL_IDENT.
194See Flags section below.
195
123=item activate_on_push (0|1) (default: 1) 196=item I<activate_on_push> (0|1) (default: 1)
124 197
125Sets the flag FLAG_ACTIVATE_ON_PUSH. 198Sets the flag FLAG_ACTIVATE_ON_PUSH.
126See Flags section below. 199See Flags section below.
127 200
128=item activate_on_release (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
129 202
130Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
131See Flags section below. 204See Flags section below.
132 205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
133=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
134 212
135This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
136of the server code for editing. Wherever you see this attribute being 214of the server code for editing. Wherever you see this field being
137set 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
138field anymore. 216field anymore.
139 217
140=back 218=back
141 219
153 231
154This 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.
155For 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
156it mostly means 'this object is active'. 234it mostly means 'this object is active'.
157 235
158For 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
159of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
160 238
161=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
162 240
163This 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>
164of 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.
165it is removed.
166 243
167If 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
168this 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
169of the duration field in this context. 246of the duration field in this context.
170 247
171If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
172 249
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
173=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
174 272
175This 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,
176or 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.
177 275
178=item FLAG_AUTO_APPLY 276=item FLAG_AUTO_APPLY
179 277
180This flag has currently only meaning for the TREASURE type, see below. 278This flag has currently only meaning for the B<TREASURE> type, see below.
181 279
182=item FLAG_ACTIVATE_ON_PUSH 280=item FLAG_ACTIVATE_ON_PUSH
183 281
184This flag has only meaning for objects that can be linked together 282This flag has only meaning for objects that can be linked together
185with the 'connected' field and controls wether the object should 283by the I<connected> field and controls wether the object should
186be activated when the connection is 'pushed' or it is 'released'. 284be activated when the connection is 'pushed' or it is 'released'.
187 285
286What 'pushed' and 'released' means depends on the object that
287activates the connection.
288
188This flag is by default on. 289This flag is by default on.
189 290
190=item FLAG_ACTIVATE_ON_RELEASE 291=item FLAG_ACTIVATE_ON_RELEASE
191 292
192This flag has only meaning for objects that can be linked together 293This flag has only meaning for objects that can be linked together
193with the 'connected' field and controls wether the object should 294by the I<connected> field and controls wether the object should
194be activated when the connection is 'pushed' or it is 'released'. 295be activated when the connection is 'pushed' or it is 'released'.
195 296
297What 'pushed' and 'released' means depends on the object that
298activates the connection.
299
196This flag is by default on. 300This flag is by default on.
197 301
198=back 302=item FLAG_NO_STEAL
199 303
200=head2 Description of type specific attributes 304When this flag is set this object can't be stolen. The flag will be
305resetted once the object is placed on a map.
306
307When this flag is set on a monster it can defent attempts of stealing
308(but in this context the flag is only used internally).
309
310=item FLAG_NO_SKILL_IDENT
311
312This flag is mostly used internal and prevents unidentified objects
313(objects which don't have FLAG_IDENTIFIED set) being identified
314multiple times by skills.
315
316This flag is used to mark objects which were unsuccessfully identified by a
317players skill. So that multiple tries of identifying aren't more effective than
318one.
319
320=item FLAG_REFLECTING
321
322This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
323to indicate whether this object reflects off walls.
324
325=item FLAG_REFL_SPELL
326
327This flag indicates whether something reflects spells, like spell reflecting
328amuletts.
329
330=item FLAG_IS_LIGHTABLE
331
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
201 339
202The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
203are 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.
204 342
205=head3 TRANSPORT - type 2 - Player transports 343=head3 B<TRANSPORT> - type 2 - Player transports
206 344
207This type is implemented by the transport extension and has currently no special 345This type is implemented by the transport extension and has currently no special
208attributes that affect it. 346fields that affect it.
209 347
210=head3 ROD - type 3 - Rods that fire spells 348=head3 B<ROD> - type 3 - Rods that fire spells
211 349
212Rods contain spells and can be fired by a player. 350Rods contain spells and can be fired by a player.
213 351
214=over 4 352=over 4
215 353
216=item level <number> 354=item I<level> <number>
217 355
218This attribute is used for calculating the spell level that can be fired 356This field is used for calculating the spell level that can be fired
219with this rod, it's also the maximum level of the spell that can be fired. 357with this rod, it's also the maximum level of the spell that can be fired.
220The level of the spell that is being fired depends mostly on 358The level of the spell that is being fired depends mostly on
221the 'use magic item' skill level of the player and 1/10 of the level of the 359the 'use magic item' skill level of the player and 1/10 of the level of the
222rod is added as bonus. 360rod is added as bonus.
223 361
224=item hp <number> 362=item I<hp> <number>
225 363
226The amount of spellpoints this rod has left. 364The amount of spellpoints this rod has left.
227 365
228=item maxhp <number> 366=item I<maxhp> <number>
229 367
230The maximum amount of spellpoints this rod has. 368The maximum amount of spellpoints this rod has.
231 369
232=item skill <skill name> 370=item I<skill> <skill name>
233 371
234This field determines which skill you need to apply this object. 372This field determines which skill you need to apply this object.
235 373
236=back 374=back
237 375
238=head3 TREASURE - type 4 - Treasures 376=head3 B<TREASURE> - type 4 - Treasures
239 377
240This type of objects are for random treasure generation in maps. 378This type of objects are for random treasure generation in maps.
241If this object is applied by a player it will replace itself with it's 379If this object is applied by a player it will replace itself with it's
242inventory. If it is automatically applied 380inventory. If it is automatically applied
243generate a treasure and replace itself with the generated treasure. 381generate a treasure and replace itself with the generated treasure.
245Chests are also of this type, their treasures are generated by 383Chests are also of this type, their treasures are generated by
246the auto apply code on map instantiation. 384the auto apply code on map instantiation.
247 385
248=over 4 386=over 4
249 387
250=item hp <number> 388=item I<hp> <number>
251 389
252The number of treasures to generate. 390The number of treasures to generate.
253 391
254=item exp <level> 392=item I<exp> <level>
255 393
256If FLAG_AUTO_APPLY is not set the exp field has no further meaning 394If FLAG_AUTO_APPLY is not set the exp field has no further meaning
257and the difficulty for the treasurecode only depends on the maps difficulty, 395and the difficulty for the treasurecode only depends on the maps difficulty,
258otherwise the exp field has the following meaning: 396otherwise the exp field has the following meaning:
259 397
262worth a treasure is or what bonuses it is given by the treasure code. 400worth a treasure is or what bonuses it is given by the treasure code.
263 401
264If this field is not set or 0 the difficulty of the map is passed to the treasure 402If this field is not set or 0 the difficulty of the map is passed to the treasure
265generation code. 403generation code.
266 404
267=item randomitems <treasurelist> 405=item I<randomitems> <treasurelist>
268 406
269The treasurelist to use to generate the treasure which is put in the 407The treasurelist to use to generate the treasure which is put in the
270treasure objects inventory. 408treasure objects inventory.
271 409
272=back 410=back
273 411
274=head3 POTION - type 5 - Potions for drinking and other nastynesses 412=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
275 413
276These objects contain a spell and will emit it on apply, which most 414These objects contain a spell and will emit it on apply, which most
277of the time has the meaning of 'drinking'. 415of the time has the meaning of 'drinking'.
278 416
279If no resistancy field, stat field or attacktype is set and no spell 417If no resistancy field, stat field or attacktype is set and no spell
284If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 422If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
285will yield an explosion and hurt the player. 423will yield an explosion and hurt the player.
286 424
287=over 4 425=over 4
288 426
289=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 427=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
290 428
291These stat fields determine how many stat points the player gets 429These stat fields determine how many stat points the player gets
292when he applies this potion. 430when he applies this potion.
293 431
294If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 432If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
295 433
296=item sp <number> 434=item I<sp> <number>
297 435
298If this field is set and the randomitems field is not set 436If this field is set and the randomitems field is not set
299the field is interpreted as spell number, please look the right 437the field is interpreted as spell number, please look the right
300number up in common/loader.C. 438number up in common/loader.C.
301 439
302If this field is set the randomitems field will be unset by the 440If this field is set the randomitems field will be unset by the
303map loading code. 441map loading code.
304 442
305=item attacktype <attacktype> 443=item I<attacktype> <attacktype>
306 444
307This field has some special meaning in potions, currently the 445This field has some special meaning in potions, currently the
308bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 446bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
309restoration potion or improvement potion. 447restoration potion or improvement potion.
310See include/attackinc.h for the bits of these types. 448See include/attackinc.h for the bits of these types.
315into him. 453into him.
316 454
317If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 455If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
318When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 456When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
319 457
320=item resist_<resistancy> <number> 458=item I<resist_RESISTANCY> <number>
321 459
322If this stat is set and no spell is in the potion the potion 460If this stat is set and no spell is in the potion the potion
323will create a force that give the player this specific resistancy. 461will create a force that give the player this specific resistancy.
324The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 462The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
325and the potion will last 10 times longer than the default force archetype 463and the potion will last 10 times longer than the default force archetype
326FORCE_NAME (at the moment of this writing spell/force.arc). 464FORCE_NAME (at the moment of this writing spell/force.arc).
327 465
328=item randomitems <treasurelist> 466=item I<randomitems> <treasurelist>
329 467
330The inventory/spell of the potion will be created by calling the treasure code 468The inventory/spell of the potion will be created by calling the treasure code
331with the treasurelist specified here. (I guess it's highly undefined what 469with the treasurelist specified here. (I guess it's highly undefined what
332happens if there is not a spell in the potions inventory). 470happens if there is not a spell in the potions inventory).
333 471
334=item on_use_yield <archetype> 472=item I<on_use_yield> <archetype>
335 473
336When this object is applied an instance of <archetype> will be created. 474When this object is applied an instance of <archetype> will be created.
337 475
338=item subtypes <potion subtype> 476=item I<subtypes> <potion subtype>
339 477
340see include/spells.h for possible potion subtypes, there are currently 4: 478see include/spells.h for possible potion subtypes, there are currently 4:
341 479
342=over 4 480=over 4
343 481
346Unused, default behaiour of a potion. 484Unused, default behaiour of a potion.
347 485
348=item POT_DUST 486=item POT_DUST
349 487
350This potion can be thrown to cast the spell that it has in it's inventory, 488This potion can be thrown to cast the spell that it has in it's inventory,
351the behaviour is not defined if there is not a spell in the inventory and the 489the behaviour is not defined if there is not a B<SPELL> in the inventory and the
352server will log an error. 490server will log an error.
353 491
354=item POT_FIGURINE 492=item POT_FIGURINE
355 493
356Unused, default behaiour of a potion. 494Unused, default behaiour of a potion.
361 499
362=back 500=back
363 501
364=back 502=back
365 503
366=head3 FOOD - type 6 - Eatable stuff 504=head3 B<FOOD> - type 6 - Eatable stuff
367 505
368This is for objects that are representing general eatables like 506This is for objects that are representing general eatables like
369beef or bread. 507beef or bread.
370 508
371The main difference between FOOD, FLESH and DRINK is that they 509The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
372give different messages. 510give different messages.
373 511
374The specialty of FLESH is that it inherits the resistancies of the 512The specialty of B<FLESH> is that it inherits the resistancies of the
375monsters it was generated in and will let dragons raise their resistancies 513monsters it was generated in and will let dragons raise their resistancies
376with that. 514with that. If the monster has the B<POISON> attacktype the B<FLESH>
515will change into B<POISON>.
377 516
378If a player runs low on food he will grab for FOOD, DRINK and POISON 517If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
379and if he doesn't find any of that he will start eating FLESH. 518and if he doesn't find any of that he will start eating B<FLESH>.
380 519
381=over 4 520=over 4
382 521
383=item title <string> 522=item I<title> <string>
384 523
385If the food has a title or is cursed it is considered 'special', which means that the 524If the food has B<title> set or is cursed it is considered 'special', which
386fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 525means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
387are interpreted and have further effects on the player. 526I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
527on the player.
388 528
389The higher the food field is the longer the improvement of the player lasts 529The higher the I<food> field is the longer the improvement of the player lasts
390(except for hp and sp). 530(except for I<hp> and I<sp>).
391 531
392=item food <number> 532=item I<food> <number>
393 533
394This is the amount of food points the player gets when he eats this. 534This is the amount of food points the player gets when he eats this.
395 535
396=item on_use_yield <archetype> 536=item I<on_use_yield> <archetype>
397 537
398When this object is applied an instance of <archetype> will be created. 538When this object is applied an instance of <archetype> will be created.
399 539
400=back 540=back
401 541
542=head3 B<POISON> - type 7 - Poisonous stuff
543
544This type is for objects that can poison the player when he drinks/applies it.
545When applied it will hit the attacked with AT_POISON and will create
546a B<POISONING> object in the one who was hit.
547
548=over 4
549
550=item I<level> <number>
551
552This field affects the propability of poisoning. The higher the level difference
553between the one who is hit and the poision the more propable it is the attacked
554one will be poisoned.
555
556=item I<slaying> <race>
557
558This field has the usual meaning of 'slaying', when the
559poisoned's race matches the I<slaying> field the damage done by the poison
560is multiplied by 3.
561
562=item I<hp> <number>
563
564This is the amount of damage the player will receive from applying this. The
565attacktype AT_POISON will be used to hit the player and the damage will
566determine the strenght, duration and depletion of stats of the poisoning. The
567created B<POISONING> object which is being placed in the one who was attacked will
568get the damage from this field (which is maybe adjusted by slaying or the
569resistancies).
570
571=item I<food> <number>
572
5731/4 of <number> will be drained from the players I<food>.
574
575=item I<on_use_yield> <archetype>
576
577When this object is applied an instance of <archetype> will be created.
578
579=back
580
581=head3 B<BOOK> - type 8 - Readable books
582
583This type is basically for representing text books in the game.
584
585Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
586
587=over 4
588
589=item I<msg> <text>
590
591This is the contents of the book. When this field is unset
592at treasure generation a random text will be inserted.
593
594=item I<skill> <skill name>
595
596The skill required to read this book. (The most resonable
597skill would be literacy).
598
599=item I<exp> <number>
600
601The experience points the player get for reading this book.
602
603=item I<subtype> <readable subtype>
604
605This field determines the type of the readable.
606Please see common/readable.C in the readable_message_types table.
607
608=back
609
610=head3 B<CLOCK> - type 9 - Clocks
611
612This type of objects just display the time when being applied.
613
614=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
615
616This is a spell effect of a moving bolt. It moves straigt forward
617through the map until something blocks it.
618If FLAG_REFLECTING is set it even reflects on walls.
619
620FLAG_IS_TURNABLE should be set on these objects.
621
622=over 4
623
624=item I<move_type> <movetype>
625
626This field affects the move type with which the lightning moves through
627the map and which map cells will reflect or block it.
628
629=item I<attacktype> <attacktype>
630
631The attacktype with which it hits the objects on the map.
632
633=item I<dam> <number>
634
635The damage this bolt inflicts when it hits objects on the map.
636
637=item I<Dex> <number>
638
639This is the fork percentage, it is reduced by 10 per fork.
640And the I<dam> field is halved on each fork.
641
642=item I<Con> (internal)
643
644This value is a percentage of which the forking lightning
645is deflected to the left. This value should be mostly used internally.
646
647=item I<duration> <number>
648
649The duration the bolt stays on a map cell. This field is decreased each time
650the object is processed (see the meaning of I<speed> and I<speed_left> fields in
651the generic object field description).
652
653=item I<range> <number>
654
655This is the range of the bolt, each space it advances this field is decreased.
656
657=back
658
659=head3 B<ARROW> - type 13 - Arrows
660
661This is the type for objects that represent projectiles like arrows.
662The movement of B<THROWN_OBJ>s behave similar to this type.
663
664Flying arrows are stopped either when they hit something blocking
665(I<move_block>) or something which is alive.
666If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
667set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
668damage with a small chance which is affected by the I<level> field of the arrow.
669
670If FLAG_REFLECTING is set on the arrow it will bounce off everything
671that is not alive and blocks it's movement.
672
673When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
674fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
675the object, to restore them once the arrow has been stopped.
676
677=over 4
678
679=item I<dam> <number>
680
681The amount of damage that is being done to the victim that gets hit.
682This field is recomputed when the arrow is fired and will consist
683of the sum of a damage bonus (see description of the B<BOW> type),
684the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
685and the arrows I<magic> field.
686
687=item I<wc> <number>
688
689The weapon class of the arrow, which has effect on the propability of hitting.
690
691It is recomputed when the arrow is being fired by this formula:
692
693 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
694 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
695
696When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
697level is not added.
698
699wc_mod is dependend on the fire mode of the bow. For a more detailed
700explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
701
702=item I<magic> <number>
703
704This field is added to the damage of the arrow when it is shot and
705will also improve it's I<speed> by 1/5 of it's value.
706
707=item I<attacktype> <attacktype>
708
709Bitfield which decides the attacktype of the damage, see include/attackinc.h
710On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
711
712=item I<level> <number> (interally used)
713
714The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
715see above in the B<ARROW> description.
716
717The I<level> is set when the arrow is fired to either the skill level or the
718shooters level.
719
720=item I<speed> <number> (internal)
721
722This field shouldn't be set directly in the archetype, the arrow will get it's
723I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
724arrow will be stopped immediatly.
725
726On fireing the I<speed> of the arrow is computed of 1/5 of the
727sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
728of the bows I<dam> field is added to the I<speed> of the arrow.
729
730The minimum I<speed> of an arrow is 1.0.
731
732While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
733
734If the I<speed> is above 10.0 it goes straight through the creature it hits and
735it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
736stopped and either sticked into the victim (see I<weight> field description) or
737put on it's map square (if it didn't break, see description of the I<food> field).
738
739=item I<weight> <number>
740
741This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
742the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
743
744=item I<food> <number>
745
746The breaking percentage. 100 (%) means: breaks on usage for sure.
747
748=item I<inventory> (internal)
749
750If the flying/moving object has something in it's inventory and it stops, it
751will be replaced with it's inventory. Otherwise it will be handled as usual,
752which means: it will be calculated whether the arrow breaks and it will be
753reset for reuse.
754
755=item I<slaying> <string>
756
757When the bow that fires this arrow has it's I<slaying> field set it is copied
758to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
759
760=item I<move_type> <movetype> (internally used)
761
762This field is set when the arrow is shot to MOVE_FLY_LOW.
763
764=item I<move_on> <movetype> (internally used)
765
766This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
767
768=item I<race> <string>
769
770The I<race> field is a unique key that assigns arrows, bows and quivers. When
771shooting an arrow the bows I<race> is used to search for arrows (which have the
772same I<race> as the bow) in the players inventory and will recursively search in
773the containers (which are applied and have the same I<race> as the bow and the arrow).
774
775=back
776
777=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
778
779TODO, but take into account B<ARROW> description above!
780
402=head3 WEAPON - type 15 - Weapons 781=head3 B<WEAPON> - type 15 - Weapons
403 782
404This type is for general hack and slash weapons like swords, maces 783This type is for general hack and slash weapons like swords, maces
405and daggers and and .... 784and daggers and and ....
406 785
407=over 4 786=over 4
408 787
409=item weapontype <type id> 788=item I<weapontype> <type id>
410 789
411decides what attackmessages are generated, see include/define.h 790decides what attackmessages are generated, see include/define.h
412 791
413=item attacktype <bitmask> 792=item I<attacktype> <bitmask>
414 793
415bitfield which decides the attacktype of the damage, see include/attackinc.h 794bitfield which decides the attacktype of the damage, see include/attackinc.h
416 795
417=item dam <number> 796=item I<dam> <number>
418 797
419amount of damage being done with the attacktype 798amount of damage being done with the attacktype
420 799
421=item item_power <level> 800=item I<item_power> <level>
422 801
423the itempower of this weapon. 802the itempower of this weapon.
424 803
425=item name 804=item I<name>
426 805
427the name of the weapon. 806the name of the weapon.
428 807
429=item level (internal) 808=item I<level> (internal)
430 809
431The improvement state of the weapon. 810The improvement state of the weapon.
432If this field is greater than 0 the 'name' field starts with the 811If this field is greater than 0 the I<name> field starts with the
433characters name who improved this weapon. 812characters name who improved this weapon.
434 813
435=item last_eat (internal) 814=item I<last_eat> (internal)
436 815
437seems to be the amount of improvements of a weapon, 816This seems to be the amount of improvements of a weapon,
438the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 817the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
439 818
440 ((who->level / 5) + 5) >= op->last_eat 819 ((who->level / 5) + 5) >= op->last_eat
441 820
442=item last_sp 821=item I<last_sp>
443 822
444the weapon speed (see magic description) 823the weapon speed (see magic description)
445 824
446=item food <number> 825=item I<food> <number>
447 826
448addition to food regeneration of the player 827addition to food regeneration of the player
449 828
450=item hp <number> 829=item I<hp> <number>
451 830
452addition to health regeneration 831addition to health regeneration
453 832
454=item sp <number> 833=item I<sp> <number>
455 834
456addition to mana regeneration 835addition to mana regeneration
457 836
458=item grace <number> 837=item I<grace> <number>
459 838
460addititon to grace regeneration 839addititon to grace regeneration
461 840
462=item gen_sp_armour <number> 841=item I<gen_sp_armour> <number>
463 842
464the players gen_sp_armour field (which is per default 10) is added the <number> amount. 843the players I<gen_sp_armour> field (which is per default 10) is being added the
465gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 844<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
466is multiplied: gen_sp *= 10/<number> 845do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
467meaning: values > 10 of gen_sp_armour limits the amout of regenerated 846I<gen_sp_armour> limits the amout of regenerated spellpoints.
468spellpoints.
469 847
470generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 848Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
471sp regeneration. 849I<sp> regeneration.
472 850
473=item body_<body slot/part> 851=item I<body_BODYSLOT>
474 852
475the part of the body you need to use this weapon, possible values should be 853The part of the body you need to use this weapon, possible values should be
476looked up in common/item.C at body_locations. 854looked up in common/item.C at body_locations.
477 855
478=item resist_<resistnacy> <number> 856=item I<resist_RESISTNACY> <number>
479 857
480this is the factor with which the difference of the players resistancy and 100% 858this is the factor with which the difference of the players resistancy and 100%
481is multiplied, something like this: 859is multiplied, something like this:
482 860
483 additional_resistancy = (100 - current_resistanct) * (<number>/100) 861 additional_resistancy = (100 - current_resistanct) * (<number>/100)
487 865
488 'total resistance = total protections - total vulnerabilities' 866 'total resistance = total protections - total vulnerabilities'
489 867
490see also common/living.C:fix_player 868see also common/living.C:fix_player
491 869
492=item patch_(attuned|repelled|denied) 870=item I<path_(attuned|repelled|denied)>
493 871
494this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 872this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
495for the pathes. 873for the pathes.
496 874
497=item luck <number> 875=item I<luck> <number>
498 876
499this luck is added to the players luck 877this luck is added to the players I<luck>
500 878
501=item move_type 879=item I<move_type>
502 880
503if the weapon has a move_type set the player inherits it's move_type 881if the weapon has a I<move_type> set the player inherits it's I<move_type>
504 882
505=item exp <number> 883=item I<exp> <number>
506 884
507the added_speed and bonus_speed of the player is raised by <number>/3. 885the added_speed and bonus_speed of the player is raised by <number>/3.
508if <number> < 0 then the added_speed is decreased by <number> 886if <number> < 0 then the added_speed is decreased by <number>
509 887
510=item weight 888=item I<weight>
511 889
512the weight of the weapon 890the weight of the weapon
513 891
514=item magic 892=item I<magic>
515 893
516the magic field affects the amounts of the following fields: 894the I<magic> field affects the amounts of the following fields:
517 895
518 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 896 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
519 897
520 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 898 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
521 899
522 - dam: the players dam is adjusted by: player->dam += (dam + magic) 900 - dam: the players dam is adjusted by: player->dam += (dam + magic)
523 901
524 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 902 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
525 (minium is 0) 903 (minium is 0)
526 904
527=item ac <number> 905=item I<ac> <number>
528 906
529the amount of ac points the player's ac is decreased 907the amount of ac points the player's I<ac> is decreased when applying this object.
530 908
531=item wc <number> 909=item I<wc> <number>
532 910
533the amount of wc points the player's wc is decreased 911the amount of wc points the player's I<wc> is decreased when applying this object.
534 912
535=back 913=back
536 914
537=head4 Player inherits following flags from weapons: 915=head4 Player inherits following flags from weapons:
538 916
543 FLAG_XRAYS 921 FLAG_XRAYS
544 FLAG_BLIND 922 FLAG_BLIND
545 FLAG_SEE_IN_DARK 923 FLAG_SEE_IN_DARK
546 FLAG_UNDEAD 924 FLAG_UNDEAD
547 925
926=head3 B<GRIMREAPER> - type 28 - Grimreapers
927
928These type are mostly used for monsters, they give the
929monster the ability to dissapear after 10 hits with AT_DRAIN.
930
931=over 4
932
933=item I<value> <number>
934
935This field stores the hits the monster did yet.
936
937=back
938
939=head3 B<CREATOR> - type 42 - Object creators
940
941Once a creator is activated by a connection it creates a number of objects
942(cloned from it's inventory or a new object derived from the archetype
943named in the other_arch slot).
944
945If FLAG_LIVESAFE is set the number of uses is unlimited.
946
947=over 4
948
949=item I<hp> <number>
950
951If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
952be used.
953
954=item I<speed> <number>
955
956If I<speed> is set the creator will create an object periodically,
957see I<speed> and I<speed_left> fields in the general object field description
958for more details.
959
960=item I<slaying> <string>
961
962If set the generated object's name and title will be set to this.
963
964=item I<other_arch> <string>
965
966If the inventory of the creator is empty new objects will be derived from the
967archetype named by <string>.
968
969=item I<connected> <number>
970
971See generic object field description.
972
973=back
974
548=head3 DRINK - type 54 - Drinkable stuff 975=head3 B<DRINK> - type 54 - Drinkable stuff
549 976
550See FOOD description. 977See B<FOOD> description.
551 978
552=head3 CHECK_INV - type 64 - Inventory checkers 979=head3 B<CHECK_INV> - type 64 - Inventory checkers
553 980
554This object checks whether the player has a specific item in his 981This object checks whether the player has a specific item in his
555inventory when he moves above the inventory checker. If the player has 982inventory when he moves above the inventory checker. If the player has
556the item (or not, which can be controlled with a flag) a connection will be triggered. 983the item (or not, which can be controlled with a flag) a connection will be triggered.
557 984
558If you set move_block you can deny players and monsters to reach the space where 985If you set I<move_block> you can deny players and monsters to reach the space where
559the inventory checker is on, see 'move_block' description below. 986the inventory checker is on, see I<move_block> description below.
560 987
561The conditions specified by hp, slaying and race are concationated with OR. 988The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
562So matching one of those conditions is enough. 989So matching one of those conditions is enough.
563 990
564=over 4 991=over 4
565 992
566=item move_block <move type bitmask> 993=item I<move_block> <move type bitmask>
567 994
568If you set this field to block a movetype the move code will block any moves 995If you set this field to block a movetype the move code will block any moves
569onto the space with the inventory checker, IF the moving object doesn't have 996onto the space with the inventory checker, IF the moving object doesn't have
570(or has - if last_sp = 0) the item that the checker is searching for. 997(or has - if I<last_sp> = 0) the item that the checker is searching for.
571 998
572=item last_sp (0|1) 999=item I<last_sp> (0|1)
573 1000
574If last_sp is 1 'having' the item that is being checked for will 1001If I<last_sp> is 1 'having' the item that is being checked for will
575activate the connection or make the space with the checker non-blocking. 1002activate the connection or make the space with the checker non-blocking.
576If last_sp is 0 'not having' the item will activate the connection 1003If I<last_sp> is 0 'not having' the item will activate the connection
577or make the space with the checker non-blocking. 1004or make the space with the checker non-blocking.
578 1005
579=item last_heal (0|1) 1006=item I<last_heal> (0|1)
580 1007
581If last_heal is 1 the matching item will be removed if the inventory checker 1008If I<last_heal> is 1 the matching item will be removed if the inventory checker
582activates a connection and finds the item in the inventory. 1009activates a connection and finds the item in the inventory.
583 1010
584(A inventory checker that blocks a space won't remove anything from inventories) 1011(A inventory checker that blocks a space won't remove anything from inventories)
585 1012
586=item hp <number> 1013=item I<hp> <number>
587 1014
588If this field is not 0 the inventory checker will search for an object 1015If this field is not 0 the inventory checker will search for an object
589with the type id <number>. 1016with the type id <number>.
590 1017
591=item slaying <string> 1018=item I<slaying> <string>
592 1019
593If this field is set the inventory checker will search for an object that 1020If this field is set the inventory checker will search for an object that
594has the same string in the slaying field (for example a key string of a key). 1021has the same string in the I<slaying> field (for example a key string of a key).
595 1022
596=item race <string> 1023=item I<race> <string>
597 1024
598If this field is set the inventory checker will search for an object which 1025If this field is set the inventory checker will search for an object which
599has the archetype name that matches <string>. 1026has the archetype name that matches <string>.
600 1027
601=item connected <connection id> 1028=item I<connected> <connection id>
602 1029
603This is the connection that will be activated. 1030This is the connection that will be activated. The connection is
1031'pushed' when someone enters the space with the inventory checker,
1032and it is 'released' when he leaves it.
604 1033
605=back 1034See also the description of the I<connected> field in the generic object field
1035section.
606 1036
1037=back
1038
607=head3 FLESH - type 72 - Organs and body parts 1039=head3 B<FLESH> - type 72 - Organs and body parts
608 1040
609See FOOD description. 1041See B<FOOD> description.
610 1042
1043=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1044
1045A type for any object that has no special behaviour.
1046
1047=head3 B<LAMP> - type 82 - A lamp
1048
1049This object represents a lamp, that can be carried and switched
1050on and off and has a certain amount of fuel in it.
1051
1052A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1053Each of them should point at the other one with it's I<other_arch> field.
1054
1055See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1056
1057If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1058with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1059
1060=over 4
1061
1062=item I<glow_radius> <number>
1063
1064The radius of the light that the lamp emits, see also I<glow_radius> in the
1065generic object flags description.
1066
1067=item I<speed> <number>
1068
1069If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1070lamp burns it's fuel (I<food>).
1071
1072Setting FLAG_CHANGING makes only sense on the archetype which represents
1073the 'on' state of the lamp.
1074
1075See also the description of FLAG_CHANGING.
1076
1077Lamps which have no FLAG_CHANGING set would also make sense and represent
1078lamps that never burn up.
1079
1080=item I<other_arch> <number>
1081
1082This is the field that points to the 'other' archetype which represents the
1083opposite state of the lamp. The newly from I<other_arch> derived object will
1084replace the current object and will get the value of I<food> of the replaced object.
1085
1086Rationale:
1087
1088When the lamp (on) is applied a new object is derived from the archetype
1089in I<other_arch> and the I<food> value is copied to it ('the fuel is
1090transferred'). The new lamp (off) object has to have a I<other_arch> field
1091which points to the archetype from which a lamp (on) can be derived.
1092
1093=item I<food> <number>
1094
1095This fields stands for the fuel of the lamp.
1096
1097=back
1098
1099=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1100
1101This type of objects multiplies objects that are above it when it is activated.
1102You can even multiply by 0, which will destroy the object.
1103
1104=over 4
1105
1106=item I<level> <number>
1107
1108The multiplicator, if set to 0 or lower it will destroy the objects above it.
1109
1110=item I<other_arch> <string>
1111
1112The archetype name of the objects that should be multiplied.
1113
1114=item I<connected> <number>
1115
1116See generic object field description.
1117
1118=back
1119
611=head3 HOLE - type 94 - Holes 1120=head3 B<HOLE> - type 94 - Holes
612 1121
613Holes are holes in the ground where objects can fall through. When the hole 1122B<HOLE>s are holes in the ground where objects can fall through. When the hole
614opens and/or is completly open all objects above it fall through (more 1123opens and/or is completly open all objects above it fall through (more
615precisely: if their head is above the hole). 1124precisely: if their head is above the hole).
616 1125
1126When the B<HOLE> is activated it's speed is set to 0.5.
1127
617Trapdoors can only transfer the one who falls through to other coordinates 1128These holes can only transfer the one who falls through to other coordinates
618on the B<same> map. 1129on the same map.
619 1130
620=over 4 1131=over 4
621 1132
622=item maxsp (0|1) 1133=item I<maxsp> (0|1)
623 1134
624This field negates the state of the connection: When maxsp is 1 the pit will 1135This field negates the state of the connection: When maxsp is 1 the pit will
625open/close when the connection is deactivated. Otherwise it will open/close 1136open/close when the connection is deactivated. Otherwise it will open/close
626when the connection is activated. This field only has effect when the 1137when the connection is activated. This field only has effect when the
627connection is triggered. So if you put a closed hole on a map, and the 1138connection is triggered. So if you put a closed hole on a map, and the
628connection is deactivated, and maxsp is 1 the hole will remain closed until the 1139connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
629connection was triggered once. 1140connection was triggered once.
630 1141
631=item connected <connection id> 1142=item I<connected> <connection id>
632 1143
633This is the connection id, which lets the hole opening or closing when 1144This is the connection id, which lets the hole opening or closing when
634activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1145activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
635at which connection state the object is activated. 1146at which connection state the object is activated.
636 1147
637For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1148For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
638the connection is released. 1149the connection is released.
639 1150
640=item wc <number> (internal) 1151=item I<wc> <number> (internal)
641 1152
642This is an internal flag. If it is greater than 0 it means that the hole is not 1153This is an internal field. If it is greater than 0 it means that the hole is not
643yet fully open. More preciesly: this field is the animation-step and if it is 1154yet fully open. More preciesly: this field is the animation-step and if it is
644set to the 'closed' step of the animation the hole is closed and if it is on 1155set to the 'closed' step of the animation the hole is closed and if it is on
645the 'open' animation step (wc = 0), the hole is open. 1156the 'open' animation step (I<wc> = 0), the hole is open.
646 1157
647=item sp <number> 1158=item I<sp> <number>
648 1159
649The destination y coordinates on the same map. 1160The destination y coordinates on the same map.
650 1161
651=item hp <number> 1162=item I<hp> <number>
652 1163
653The destination x coordinates on the same map. 1164The destination x coordinates on the same map.
654 1165
655=back 1166=back
656 1167
1168=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1169
1170This type is doing the actual damage to the ones who were attacked
1171via AT_POISON (or drank B<POISON>).
1172
1173The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1174there for details).
1175
1176=over 4
1177
1178=item I<dam> <number>
1179
1180Each time the poisoning is proccessed (which is determined by the I<speed> and
1181I<speed_left> fields, see the general object fields description above) it hits
1182the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1183simply hit the player with no strings attached).
1184
1185=item I<food> <number>
1186
1187Just a note: The posioning is removed if I<food> == 1 and not if
1188the whole I<duration> is up, because the B<POISONING> code has to remove
1189the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1190deletes the B<POISONING> object.
1191
1192=back
1193
657=head3 FORCE - type 114 - Forces 1194=head3 B<FORCE> - type 114 - Forces
658 1195
659Forces are a very 'thin' type. They don't have much behaviour other than 1196Forces are a very 'thin' type. They don't have much behaviour other than
660disappearing after a time and/or affecting the player if they are in his 1197disappearing after a time and/or affecting the player if they are in his
661inventory. 1198inventory.
662 1199
663Forces only take effect on the player if they have set FLAG_APPLIED. 1200Forces only take effect on the player if they have FLAG_APPLIED set.
664 1201
665Whether the duration field is processed or not a tick is controlled via the 1202Whether the I<duration> field is processed or not per tick is controlled by the
666speed and speed_left field. Look above at the generic description of these 1203I<speed> and I<speed_left> fields. Look above in the generic object field description.
667fields.
668 1204
669NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1205NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
670like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1206interpreter like described in the description of the FLAG_IS_USED_UP flag.
6710 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1207BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
672If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1208will still last for I<duration>. If the FLAG_APPLIED is not set the force is
673Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1209removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1210have good semantics on forces, try to avoid it.
674 1211
675=over 4 1212=over 4
676 1213
677=item duration 1214=item I<duration>
678 1215
679While this field is greater than 0 the force/object is not destroyed. It is 1216While this field is greater than 0 the force/object is not destroyed. It is
680decreased each tick by 1. 1217decreased each tick by 1.
681 1218
682If it reaches 0 the force/object is destroyed. 1219If it reaches 0 the force/object is destroyed.
685FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1222FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
686what happens then. 1223what happens then.
687 1224
688=back 1225=back
689 1226
690=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1227=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
691 1228
692This object is generated by the POTION code when the potion is a resistance 1229This object is generated by the B<POTION> code when the potion is a resistance
693giving potion. It has mainly the same behaviour as a FORCE. 1230giving potion. It has mainly the same behaviour as a B<FORCE>.
694 1231
695The specialty of the potion effect is that the resistancy it gives is absolute, 1232The specialty of the potion effect is that the resistancy it gives is absolute,
696so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1233so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
697fire. 1234fire.
698 1235
699Multiple potion effects only give you the maximum of their resistancy. 1236Multiple potion effects only give you the maximum of their resistancy.

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