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Revision 1.7 by elmex, Tue Dec 19 21:06:08 2006 UTC vs.
Revision 1.21 by root, Mon May 7 06:14:03 2007 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
79=item speed <number> 118=item I<speed> <number>
80 119
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
83 122
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 124from the active object list and it won't experience any processing per tick.
86 125
87=item speed_left <number> 126=item I<speed_left> <number>
88 127
89If this field is greater than 0 and the object is on the 128If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 129active list (mostly means it's speed is also greater than 0):
91 130
92 - speed_left is decreased by 1 131 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 132 - and this object is processed and experiences a server tick.
94 133
95If the object is on the active list and speed_left is lower or 134If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 135equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 136on the end of the tick.
98 137
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is 139the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 140the more often the object is processed.
102 141
142=item I<connected> <number>
143
144When this field is set the object will be linked to a connection with the
145id <number>. What happens when the connection is 'activated' depends on the
146type of the object.
147
148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149when to activate the object, see description of these below for further details.
150
103=item no_drop (0|1) 151=item I<no_drop> (0|1)
104 152
105Sets the flag FLAG_NO_DROP. 153Sets the flag FLAG_NO_DROP.
106See Flags section below. 154See Flags section below.
107 155
108=item applied (0|1) 156=item I<applied> (0|1)
109 157
110Sets the flag FLAG_APPLIED. 158Sets the flag FLAG_APPLIED.
111See Flags section below. 159See Flags section below.
112 160
113=item is_used_up (0|1) 161=item I<is_used_up> (0|1)
114 162
115Sets the flag FLAG_IS_USED_UP. 163Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 164See Flags section below.
117 165
166=item I<changing> (0|1)
167
168Sets the flag FLAG_CHANGING.
169See Flags section below.
170
118=item auto_apply (0|1) 171=item I<auto_apply> (0|1)
119 172
120Sets the flag FLAG_AUTO_APPLY. 173Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 174See Flags section below.
122 175
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
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes.
347
348 (based on value that last_sp takes):
349 0: 'furious' Makes all monsters aggressive
350 1: 'angry' As above but pets are unaffected
351 2: 'calm' Makes all monsters unaggressive
352 3: 'sleep' Puts all monsters to sleep
353 4: 'charm' Makes monster into a pet of person
354 who triggers the square. This setting
355 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space
358
205=head3 TRANSPORT - type 2 - Player transports 359=head3 B<TRANSPORT> - type 2 - Player transports
206 360
207This type is implemented by the transport extension and has currently no special 361This type is implemented by the transport extension and has currently no special
208attributes that affect it. 362fields that affect it.
209 363
210=head3 ROD - type 3 - Rods that fire spells 364=head3 B<ROD> - type 3 - Rods that fire spells
211 365
212Rods contain spells and can be fired by a player. 366Rods contain spells and can be fired by a player.
213 367
214=over 4 368=over 4
215 369
216=item level <number> 370=item I<level> <number>
217 371
218This attribute is used for calculating the spell level that can be fired 372This field is used for calculating the spell level that can be fired
219with this rod, it's also the maximum level of the spell that can be fired. 373with this rod, it's also the maximum level of the spell that can be fired.
220The level of the spell that is being fired depends mostly on 374The 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 375the 'use magic item' skill level of the player and 1/10 of the level of the
222rod is added as bonus. 376rod is added as bonus.
223 377
224=item hp <number> 378=item I<hp> <number>
225 379
226The amount of spellpoints this rod has left. 380The amount of spellpoints this rod has left.
227 381
228=item maxhp <number> 382=item I<maxhp> <number>
229 383
230The maximum amount of spellpoints this rod has. 384The maximum amount of spellpoints this rod has.
231 385
232=item skill <skill name> 386=item I<skill> <skill name>
233 387
234This field determines which skill you need to apply this object. 388This field determines which skill you need to apply this object.
235 389
236=back 390=back
237 391
238=head3 TREASURE - type 4 - Treasures 392=head3 B<TREASURE> - type 4 - Treasures
239 393
240This type of objects are for random treasure generation in maps. 394This 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 395If this object is applied by a player it will replace itself with it's
242inventory. If it is automatically applied 396inventory. If it is automatically applied
243generate a treasure and replace itself with the generated treasure. 397generate a treasure and replace itself with the generated treasure.
245Chests are also of this type, their treasures are generated by 399Chests are also of this type, their treasures are generated by
246the auto apply code on map instantiation. 400the auto apply code on map instantiation.
247 401
248=over 4 402=over 4
249 403
250=item hp <number> 404=item I<hp> <number>
251 405
252The number of treasures to generate. 406The number of treasures to generate.
253 407
254=item exp <level> 408=item I<exp> <level>
255 409
256If FLAG_AUTO_APPLY is not set the exp field has no further meaning 410If FLAG_AUTO_APPLY is not set the exp field has no further meaning
257and the difficulty for the treasurecode only depends on the maps difficulty, 411and the difficulty for the treasurecode only depends on the maps difficulty,
258otherwise the exp field has the following meaning: 412otherwise the exp field has the following meaning:
259 413
262worth a treasure is or what bonuses it is given by the treasure code. 416worth a treasure is or what bonuses it is given by the treasure code.
263 417
264If this field is not set or 0 the difficulty of the map is passed to the treasure 418If this field is not set or 0 the difficulty of the map is passed to the treasure
265generation code. 419generation code.
266 420
267=item randomitems <treasurelist> 421=item I<randomitems> <treasurelist>
268 422
269The treasurelist to use to generate the treasure which is put in the 423The treasurelist to use to generate the treasure which is put in the
270treasure objects inventory. 424treasure objects inventory.
271 425
272=back 426=back
273 427
274=head3 POTION - type 5 - Potions for drinking and other nastynesses 428=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
275 429
276These objects contain a spell and will emit it on apply, which most 430These objects contain a spell and will emit it on apply, which most
277of the time has the meaning of 'drinking'. 431of the time has the meaning of 'drinking'.
278 432
279If no resistancy field, stat field or attacktype is set and no spell 433If no resistancy field, stat field or attacktype is set and no spell
284If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 438If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
285will yield an explosion and hurt the player. 439will yield an explosion and hurt the player.
286 440
287=over 4 441=over 4
288 442
289=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 443=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
290 444
291These stat fields determine how many stat points the player gets 445These stat fields determine how many stat points the player gets
292when he applies this potion. 446when he applies this potion.
293 447
294If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 448If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
295 449
296=item sp <number> 450=item I<sp> <number>
297 451
298If this field is set and the randomitems field is not set 452If this field is set and the randomitems field is not set
299the field is interpreted as spell number, please look the right 453the field is interpreted as spell number, please look the right
300number up in common/loader.C. 454number up in common/loader.C.
301 455
302If this field is set the randomitems field will be unset by the 456If this field is set the randomitems field will be unset by the
303map loading code. 457map loading code.
304 458
305=item attacktype <attacktype> 459=item I<attacktype> <attacktype>
306 460
307This field has some special meaning in potions, currently the 461This field has some special meaning in potions, currently the
308bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 462bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
309restoration potion or improvement potion. 463restoration potion or improvement potion.
310See include/attackinc.h for the bits of these types. 464See include/attackinc.h for the bits of these types.
315into him. 469into him.
316 470
317If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 471If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
318When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 472When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
319 473
320=item resist_<resistancy> <number> 474=item I<resist_RESISTANCY> <number>
321 475
322If this stat is set and no spell is in the potion the potion 476If this stat is set and no spell is in the potion the potion
323will create a force that give the player this specific resistancy. 477will create a force that give the player this specific resistancy.
324The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 478The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
325and the potion will last 10 times longer than the default force archetype 479and the potion will last 10 times longer than the default force archetype
326FORCE_NAME (at the moment of this writing spell/force.arc). 480FORCE_NAME (at the moment of this writing spell/force.arc).
327 481
328=item randomitems <treasurelist> 482=item I<randomitems> <treasurelist>
329 483
330The inventory/spell of the potion will be created by calling the treasure code 484The inventory/spell of the potion will be created by calling the treasure code
331with the treasurelist specified here. (I guess it's highly undefined what 485with the treasurelist specified here. (I guess it's highly undefined what
332happens if there is not a spell in the potions inventory). 486happens if there is not a spell in the potions inventory).
333 487
334=item on_use_yield <archetype> 488=item I<on_use_yield> <archetype>
335 489
336When this object is applied an instance of <archetype> will be created. 490When this object is applied an instance of <archetype> will be created.
337 491
338=item subtypes <potion subtype> 492=item I<subtypes> <potion subtype>
339 493
340see include/spells.h for possible potion subtypes, there are currently 4: 494see include/spells.h for possible potion subtypes, there are currently 4:
341 495
342=over 4 496=over 4
343 497
346Unused, default behaiour of a potion. 500Unused, default behaiour of a potion.
347 501
348=item POT_DUST 502=item POT_DUST
349 503
350This potion can be thrown to cast the spell that it has in it's inventory, 504This potion can be thrown to cast the spell that it has in it's inventory,
351the behaviour is not defined if there is not a spell in the inventory and the 505the behaviour is not defined if there is not a B<SPELL> in the inventory and the
352server will log an error. 506server will log an error.
353 507
354=item POT_FIGURINE 508=item POT_FIGURINE
355 509
356Unused, default behaiour of a potion. 510Unused, default behaiour of a potion.
361 515
362=back 516=back
363 517
364=back 518=back
365 519
366=head3 FOOD - type 6 - Eatable stuff 520=head3 B<FOOD> - type 6 - Eatable stuff
367 521
368This is for objects that are representing general eatables like 522This is for objects that are representing general eatables like
369beef or bread. 523beef or bread.
370 524
371The main difference between FOOD, FLESH and DRINK is that they 525The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
372give different messages. 526give different messages.
373 527
374The specialty of FLESH is that it inherits the resistancies of the 528The specialty of B<FLESH> is that it inherits the resistancies of the
375monsters it was generated in and will let dragons raise their resistancies 529monsters it was generated in and will let dragons raise their resistancies
376with that. 530with that. If the monster has the B<POISON> attacktype the B<FLESH>
531will change into B<POISON>.
377 532
378If a player runs low on food he will grab for FOOD, DRINK and POISON 533If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
379and if he doesn't find any of that he will start eating FLESH. 534and if he doesn't find any of that he will start eating B<FLESH>.
380 535
381=over 4 536=over 4
382 537
383=item title <string> 538=item I<title> <string>
384 539
385If the food has a title or is cursed it is considered 'special', which means that the 540If the food has B<title> set or is cursed it is considered 'special', which
386fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 541means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
387are interpreted and have further effects on the player. 542I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
543on the player.
388 544
389The higher the food field is the longer the improvement of the player lasts 545The higher the I<food> field is the longer the improvement of the player lasts
390(except for hp and sp). 546(except for I<hp> and I<sp>).
391 547
392=item food <number> 548=item I<food> <number>
393 549
394This is the amount of food points the player gets when he eats this. 550This is the amount of food points the player gets when he eats this.
395 551
396=item on_use_yield <archetype> 552=item I<on_use_yield> <archetype>
397 553
398When this object is applied an instance of <archetype> will be created. 554When this object is applied an instance of <archetype> will be created.
399 555
400=back 556=back
401 557
558=head3 B<POISON> - type 7 - Poisonous stuff
559
560This type is for objects that can poison the player when he drinks/applies it.
561When applied it will hit the attacked with AT_POISON and will create
562a B<POISONING> object in the one who was hit.
563
564=over 4
565
566=item I<level> <number>
567
568This field affects the propability of poisoning. The higher the level difference
569between the one who is hit and the poision the more propable it is the attacked
570one will be poisoned.
571
572=item I<slaying> <race>
573
574This field has the usual meaning of 'slaying', when the
575poisoned's race matches the I<slaying> field the damage done by the poison
576is multiplied by 3.
577
578=item I<hp> <number>
579
580This is the amount of damage the player will receive from applying this. The
581attacktype AT_POISON will be used to hit the player and the damage will
582determine the strenght, duration and depletion of stats of the poisoning. The
583created B<POISONING> object which is being placed in the one who was attacked will
584get the damage from this field (which is maybe adjusted by slaying or the
585resistancies).
586
587=item I<food> <number>
588
5891/4 of <number> will be drained from the players I<food>.
590
591=item I<on_use_yield> <archetype>
592
593When this object is applied an instance of <archetype> will be created.
594
595=back
596
597=head3 B<BOOK> - type 8 - Readable books
598
599This type is basically for representing text books in the game.
600
601Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
602
603=over 4
604
605=item I<msg> <text>
606
607This is the contents of the book. When this field is unset
608at treasure generation a random text will be inserted.
609
610=item I<skill> <skill name>
611
612The skill required to read this book. (The most resonable
613skill would be literacy).
614
615=item I<exp> <number>
616
617The experience points the player get for reading this book.
618
619=item I<subtype> <readable subtype>
620
621This field determines the type of the readable.
622Please see common/readable.C in the readable_message_types table.
623
624=back
625
626=head3 B<CLOCK> - type 9 - Clocks
627
628This type of objects just display the time when being applied.
629
630=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
631
632This is a spell effect of a moving bolt. It moves straigt forward
633through the map until something blocks it.
634If FLAG_REFLECTING is set it even reflects on walls.
635
636FLAG_IS_TURNABLE should be set on these objects.
637
638=over 4
639
640=item I<move_type> <movetype>
641
642This field affects the move type with which the lightning moves through
643the map and which map cells will reflect or block it.
644
645=item I<attacktype> <attacktype>
646
647The attacktype with which it hits the objects on the map.
648
649=item I<dam> <number>
650
651The damage this bolt inflicts when it hits objects on the map.
652
653=item I<Dex> <number>
654
655This is the fork percentage, it is reduced by 10 per fork.
656And the I<dam> field is halved on each fork.
657
658=item I<Con> (internal)
659
660This value is a percentage of which the forking lightning
661is deflected to the left. This value should be mostly used internally.
662
663=item I<duration> <number>
664
665The duration the bolt stays on a map cell. This field is decreased each time
666the object is processed (see the meaning of I<speed> and I<speed_left> fields in
667the generic object field description).
668
669=item I<range> <number>
670
671This is the range of the bolt, each space it advances this field is decreased.
672
673=back
674
675=head3 B<ARROW> - type 13 - Arrows
676
677This is the type for objects that represent projectiles like arrows.
678The movement of B<THROWN_OBJ>s behave similar to this type.
679
680Flying arrows are stopped either when they hit something blocking
681(I<move_block>) or something which is alive.
682If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
683set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
684damage with a small chance which is affected by the I<level> field of the arrow.
685
686If FLAG_REFLECTING is set on the arrow it will bounce off everything
687that is not alive and blocks it's movement.
688
689When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
690fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
691the object, to restore them once the arrow has been stopped.
692
693=over 4
694
695=item I<dam> <number>
696
697The amount of damage that is being done to the victim that gets hit.
698This field is recomputed when the arrow is fired and will consist
699of the sum of a damage bonus (see description of the B<BOW> type),
700the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
701and the arrows I<magic> field.
702
703=item I<wc> <number>
704
705The weapon class of the arrow, which has effect on the propability of hitting.
706
707It is recomputed when the arrow is being fired by this formula:
708
709 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
710 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
711
712When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
713level is not added.
714
715wc_mod is dependend on the fire mode of the bow. For a more detailed
716explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
717
718=item I<magic> <number>
719
720This field is added to the damage of the arrow when it is shot and
721will also improve it's I<speed> by 1/5 of it's value.
722
723=item I<attacktype> <attacktype>
724
725Bitfield which decides the attacktype of the damage, see include/attackinc.h
726On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
727
728=item I<level> <number> (interally used)
729
730The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
731see above in the B<ARROW> description.
732
733The I<level> is set when the arrow is fired to either the skill level or the
734shooters level.
735
736=item I<speed> <number> (internal)
737
738This field shouldn't be set directly in the archetype, the arrow will get it's
739I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
740arrow will be stopped immediatly.
741
742On fireing the I<speed> of the arrow is computed of 1/5 of the
743sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
744of the bows I<dam> field is added to the I<speed> of the arrow.
745
746The minimum I<speed> of an arrow is 1.0.
747
748While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
749
750If the I<speed> is above 10.0 it goes straight through the creature it hits and
751it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
752stopped and either sticked into the victim (see I<weight> field description) or
753put on it's map square (if it didn't break, see description of the I<food> field).
754
755=item I<weight> <number>
756
757This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
758the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
759
760=item I<food> <number>
761
762The breaking percentage. 100 (%) means: breaks on usage for sure.
763
764=item I<inventory> (internal)
765
766If the flying/moving object has something in it's inventory and it stops, it
767will be replaced with it's inventory. Otherwise it will be handled as usual,
768which means: it will be calculated whether the arrow breaks and it will be
769reset for reuse.
770
771=item I<slaying> <string>
772
773When the bow that fires this arrow has it's I<slaying> field set it is copied
774to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
775
776=item I<move_type> <movetype> (internally used)
777
778This field is set when the arrow is shot to MOVE_FLY_LOW.
779
780=item I<move_on> <movetype> (internally used)
781
782This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
783
784=item I<race> <string>
785
786The I<race> field is a unique key that assigns arrows, bows and quivers. When
787shooting an arrow the bows I<race> is used to search for arrows (which have the
788same I<race> as the bow) in the players inventory and will recursively search in
789the containers (which are applied and have the same I<race> as the bow and the arrow).
790
791=back
792
793=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
794
795TODO, but take into account B<ARROW> description above!
796
402=head3 WEAPON - type 15 - Weapons 797=head3 B<WEAPON> - type 15 - Weapons
403 798
404This type is for general hack and slash weapons like swords, maces 799This type is for general hack and slash weapons like swords, maces
405and daggers and and .... 800and daggers and and ....
406 801
407=over 4 802=over 4
408 803
409=item weapontype <type id> 804=item I<weapontype> <type id>
410 805
411decides what attackmessages are generated, see include/define.h 806decides what attackmessages are generated, see include/define.h
412 807
413=item attacktype <bitmask> 808=item I<attacktype> <bitmask>
414 809
415bitfield which decides the attacktype of the damage, see include/attackinc.h 810bitfield which decides the attacktype of the damage, see include/attackinc.h
416 811
417=item dam <number> 812=item I<dam> <number>
418 813
419amount of damage being done with the attacktype 814amount of damage being done with the attacktype
420 815
421=item item_power <level> 816=item I<item_power> <level>
422 817
423the itempower of this weapon. 818the itempower of this weapon.
424 819
425=item name 820=item I<name>
426 821
427the name of the weapon. 822the name of the weapon.
428 823
429=item level (internal) 824=item I<level> (internal)
430 825
431The improvement state of the weapon. 826The improvement state of the weapon.
432If this field is greater than 0 the 'name' field starts with the 827If this field is greater than 0 the I<name> field starts with the
433characters name who improved this weapon. 828characters name who improved this weapon.
434 829
435=item last_eat (internal) 830=item I<last_eat> (internal)
436 831
437seems to be the amount of improvements of a weapon, 832This 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): 833the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
439 834
440 ((who->level / 5) + 5) >= op->last_eat 835 ((who->level / 5) + 5) >= op->last_eat
441 836
442=item last_sp 837=item I<last_sp>
443 838
444the weapon speed (see magic description) 839the weapon speed (see magic description)
445 840
446=item food <number> 841=item I<food> <number>
447 842
448addition to food regeneration of the player 843addition to food regeneration of the player
449 844
450=item hp <number> 845=item I<hp> <number>
451 846
452addition to health regeneration 847addition to health regeneration
453 848
454=item sp <number> 849=item I<sp> <number>
455 850
456addition to mana regeneration 851addition to mana regeneration
457 852
458=item grace <number> 853=item I<grace> <number>
459 854
460addititon to grace regeneration 855addititon to grace regeneration
461 856
462=item gen_sp_armour <number> 857=item I<gen_sp_armour> <number>
463 858
464the players gen_sp_armour field (which is per default 10) is added the <number> amount. 859the players I<gen_sp_armour> field (which is per default 10) is being added the
465gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 860<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
466is multiplied: gen_sp *= 10/<number> 861do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
467meaning: values > 10 of gen_sp_armour limits the amout of regenerated 862I<gen_sp_armour> limits the amout of regenerated spellpoints.
468spellpoints.
469 863
470generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 864Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
471sp regeneration. 865I<sp> regeneration.
472 866
473=item body_<body slot/part> 867=item I<body_BODYSLOT>
474 868
475the part of the body you need to use this weapon, possible values should be 869The part/slot of the body you need to use this weapon, possible values for
476looked up in common/item.C at body_locations. 870C<BODYSLOT> should be looked up in common/item.C at body_locations.
477 871
478=item resist_<resistnacy> <number> 872The value (in the range C<-7..7>) gives the number of those body slots used
873up by the item, or C<-1> for one handed weapons, C<-2> for two handed
874weapons, or C<-1> for other very special things.
875
876=item I<resist_RESISTANCY> <number>
479 877
480this is the factor with which the difference of the players resistancy and 100% 878this is the factor with which the difference of the players resistancy and 100%
481is multiplied, something like this: 879is multiplied, something like this:
482 880
483 additional_resistancy = (100 - current_resistanct) * (<number>/100) 881 additional_resistancy = (100 - current_resistancy) * (<number>/100)
484 882
485if <number> is negative it is added to the total vulnerabilities, 883if <number> is negative it is added to the total vulnerabilities,
486and later the total resistance is decided by: 884and later the total resistance is decided by:
487 885
488 'total resistance = total protections - total vulnerabilities' 886 'total resistance = total protections - total vulnerabilities'
489 887
490see also common/living.C:fix_player 888see also common/living.C:fix_player.
491 889
492=item patch_(attuned|repelled|denied) 890=item I<path_(attuned|repelled|denied)>
493 891
494this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 892this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
495for the pathes. 893for the pathes.
496 894
497=item luck <number> 895=item I<luck> <number>
498 896
499this luck is added to the players luck 897this luck is added to the players I<luck>
500 898
501=item move_type 899=item I<move_type>
502 900
503if the weapon has a move_type set the player inherits it's move_type 901if the weapon has a I<move_type> set the player inherits it's I<move_type>
504 902
505=item exp <number> 903=item I<exp> <number>
506 904
507the added_speed and bonus_speed of the player is raised by <number>/3. 905the added_speed and bonus_speed of the player is raised by <number>/3.
508if <number> < 0 then the added_speed is decreased by <number> 906if <number> < 0 then the added_speed is decreased by <number>
509 907
510=item weight 908=item I<weight>
511 909
512the weight of the weapon 910the weight of the weapon
513 911
514=item magic 912=item I<magic>
515 913
516the magic field affects the amounts of the following fields: 914the I<magic> field affects the amounts of the following fields:
517 915
518 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 916 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
519 917
520 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 918 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
521 919
522 - dam: the players dam is adjusted by: player->dam += (dam + magic) 920 - dam: the players dam is adjusted by: player->dam += (dam + magic)
523 921
524 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 922 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
525 (minium is 0) 923 (minium is 0)
526 924
527=item ac <number> 925=item I<ac> <number>
528 926
529the amount of ac points the player's ac is decreased 927the amount of ac points the player's I<ac> is decreased when applying this object.
530 928
531=item wc <number> 929=item I<wc> <number>
532 930
533the amount of wc points the player's wc is decreased 931the amount of wc points the player's I<wc> is decreased when applying this object.
534 932
535=back 933=back
536 934
537=head4 Player inherits following flags from weapons: 935=head4 Player inherits following flags from weapons:
538 936
543 FLAG_XRAYS 941 FLAG_XRAYS
544 FLAG_BLIND 942 FLAG_BLIND
545 FLAG_SEE_IN_DARK 943 FLAG_SEE_IN_DARK
546 FLAG_UNDEAD 944 FLAG_UNDEAD
547 945
946=head3 B<GRIMREAPER> - type 28 - Grimreapers
947
948These type are mostly used for monsters, they give the
949monster the ability to dissapear after 10 hits with AT_DRAIN.
950
951=over 4
952
953=item I<value> <number>
954
955This field stores the hits the monster did yet.
956
957=back
958
959=head3 B<CREATOR> - type 42 - Object creators
960
961Once a creator is activated by a connection it creates a number of objects
962(cloned from it's inventory or a new object derived from the archetype
963named in the other_arch slot).
964
965If FLAG_LIVESAFE is set the number of uses is unlimited.
966
967=over 4
968
969=item I<hp> <number>
970
971If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
972be used.
973
974=item I<speed> <number>
975
976If I<speed> is set the creator will create an object periodically,
977see I<speed> and I<speed_left> fields in the general object field description
978for more details.
979
980=item I<slaying> <string>
981
982If set the generated object's name and title will be set to this.
983
984=item I<other_arch> <string>
985
986If the inventory of the creator is empty new objects will be derived from the
987archetype named by <string>.
988
989=item I<connected> <number>
990
991See generic object field description.
992
993=back
994
548=head3 DRINK - type 54 - Drinkable stuff 995=head3 B<DRINK> - type 54 - Drinkable stuff
549 996
550See FOOD description. 997See B<FOOD> description.
551 998
552=head3 CHECK_INV - type 64 - Inventory checkers 999=head3 B<CHECK_INV> - type 64 - Inventory checkers
553 1000
554This object checks whether the player has a specific item in his 1001This object checks whether the player has a specific item in his
555inventory when he moves above the inventory checker. If the player has 1002inventory 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. 1003the item (or not, which can be controlled with a flag) a connection will be triggered.
557 1004
558If you set move_block you can deny players and monsters to reach the space where 1005If 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. 1006the inventory checker is on, see I<move_block> description below.
560 1007
561The conditions specified by hp, slaying and race are concationated with OR. 1008The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
562So matching one of those conditions is enough. 1009So matching one of those conditions is enough.
563 1010
564=over 4 1011=over 4
565 1012
566=item move_block <move type bitmask> 1013=item I<move_block> <move type bitmask>
567 1014
568If you set this field to block a movetype the move code will block any moves 1015If 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 1016onto 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. 1017(or has - if I<last_sp> = 0) the item that the checker is searching for.
571 1018
572=item last_sp (0|1) 1019=item I<last_sp> (0|1)
573 1020
574If last_sp is 1 'having' the item that is being checked for will 1021If 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. 1022activate the connection or make the space with the checker non-blocking.
576If last_sp is 0 'not having' the item will activate the connection 1023If I<last_sp> is 0 'not having' the item will activate the connection
577or make the space with the checker non-blocking. 1024or make the space with the checker non-blocking.
578 1025
579=item last_heal (0|1) 1026=item I<last_heal> (0|1)
580 1027
581If last_heal is 1 the matching item will be removed if the inventory checker 1028If 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. 1029activates a connection and finds the item in the inventory.
583 1030
584(A inventory checker that blocks a space won't remove anything from inventories) 1031(A inventory checker that blocks a space won't remove anything from inventories)
585 1032
586=item hp <number> 1033=item I<hp> <number>
587 1034
588If this field is not 0 the inventory checker will search for an object 1035If this field is not 0 the inventory checker will search for an object
589with the type id <number>. 1036with the type id <number>.
590 1037
591=item slaying <string> 1038=item I<slaying> <string>
592 1039
593If this field is set the inventory checker will search for an object that 1040If 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). 1041has the same string in the I<slaying> field (for example a key string of a key).
595 1042
596=item race <string> 1043=item I<race> <string>
597 1044
598If this field is set the inventory checker will search for an object which 1045If this field is set the inventory checker will search for an object which
599has the archetype name that matches <string>. 1046has the archetype name that matches <string>.
600 1047
601=item connected <connection id> 1048=item I<connected> <connection id>
602 1049
603This is the connection that will be activated. 1050This is the connection that will be activated. The connection is
1051'pushed' when someone enters the space with the inventory checker,
1052and it is 'released' when he leaves it.
604 1053
605=back 1054See also the description of the I<connected> field in the generic object field
1055section.
606 1056
1057=back
1058
607=head3 FLESH - type 72 - Organs and body parts 1059=head3 B<FLESH> - type 72 - Organs and body parts
608 1060
609See FOOD description. 1061See B<FOOD> description.
610 1062
1063=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1064
1065A type for any object that has no special behaviour.
1066
1067=head3 B<LAMP> - type 82 - A lamp
1068
1069This object represents a lamp, that can be carried and switched
1070on and off and has a certain amount of fuel in it.
1071
1072A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1073Each of them should point at the other one with it's I<other_arch> field.
1074
1075See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1076
1077If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1078with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1079
1080=over 4
1081
1082=item I<glow_radius> <number>
1083
1084The radius of the light that the lamp emits, see also I<glow_radius> in the
1085generic object flags description.
1086
1087=item I<speed> <number>
1088
1089If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1090lamp burns it's fuel (I<food>).
1091
1092Setting FLAG_CHANGING makes only sense on the archetype which represents
1093the 'on' state of the lamp.
1094
1095See also the description of FLAG_CHANGING.
1096
1097Lamps which have no FLAG_CHANGING set would also make sense and represent
1098lamps that never burn up.
1099
1100=item I<other_arch> <number>
1101
1102This is the field that points to the 'other' archetype which represents the
1103opposite state of the lamp. The newly from I<other_arch> derived object will
1104replace the current object and will get the value of I<food> of the replaced object.
1105
1106Rationale:
1107
1108When the lamp (on) is applied a new object is derived from the archetype
1109in I<other_arch> and the I<food> value is copied to it ('the fuel is
1110transferred'). The new lamp (off) object has to have a I<other_arch> field
1111which points to the archetype from which a lamp (on) can be derived.
1112
1113=item I<food> <number>
1114
1115This fields stands for the fuel of the lamp.
1116
1117=back
1118
1119=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1120
1121This type of objects multiplies objects that are above it when it is activated.
1122You can even multiply by 0, which will destroy the object.
1123
1124=over 4
1125
1126=item I<level> <number>
1127
1128The multiplicator, if set to 0 or lower it will destroy the objects above it.
1129
1130=item I<other_arch> <string>
1131
1132The archetype name of the objects that should be multiplied.
1133
1134=item I<connected> <number>
1135
1136See generic object field description.
1137
1138=back
1139
611=head3 HOLE - type 94 - Holes 1140=head3 B<HOLE> - type 94 - Holes
612 1141
613Holes are holes in the ground where objects can fall through. When the hole 1142B<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 1143opens and/or is completly open all objects above it fall through (more
615precisely: if their head is above the hole). 1144precisely: if their head is above the hole).
616 1145
1146When the B<HOLE> is activated it's speed is set to 0.5.
1147
617Trapdoors can only transfer the one who falls through to other coordinates 1148These holes can only transfer the one who falls through to other coordinates
618on the B<same> map. 1149on the same map.
619 1150
620=over 4 1151=over 4
621 1152
622=item maxsp (0|1) 1153=item I<maxsp> (0|1)
623 1154
624This field negates the state of the connection: When maxsp is 1 the pit will 1155This 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 1156open/close when the connection is deactivated. Otherwise it will open/close
626when the connection is activated. This field only has effect when the 1157when 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 1158connection 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 1159connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
629connection was triggered once. 1160connection was triggered once.
630 1161
631=item connected <connection id> 1162=item I<connected> <connection id>
632 1163
633This is the connection id, which lets the hole opening or closing when 1164This 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 1165activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
635at which connection state the object is activated. 1166at which connection state the object is activated.
636 1167
637For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1168For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
638the connection is released. 1169the connection is released.
639 1170
640=item wc <number> (internal) 1171=item I<wc> <number> (internal)
641 1172
642This is an internal flag. If it is greater than 0 it means that the hole is not 1173This 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 1174yet 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 1175set 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. 1176the 'open' animation step (I<wc> = 0), the hole is open.
646 1177
647=item sp <number> 1178=item I<sp> <number>
648 1179
649The destination y coordinates on the same map. 1180The destination y coordinates on the same map.
650 1181
651=item hp <number> 1182=item I<hp> <number>
652 1183
653The destination x coordinates on the same map. 1184The destination x coordinates on the same map.
654 1185
655=back 1186=back
656 1187
1188=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1189
1190This type is doing the actual damage to the ones who were attacked
1191via AT_POISON (or drank B<POISON>).
1192
1193The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1194there for details).
1195
1196=over 4
1197
1198=item I<dam> <number>
1199
1200Each time the poisoning is proccessed (which is determined by the I<speed> and
1201I<speed_left> fields, see the general object fields description above) it hits
1202the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1203simply hit the player with no strings attached).
1204
1205=item I<food> <number>
1206
1207Just a note: The posioning is removed if I<food> == 1 and not if
1208the whole I<duration> is up, because the B<POISONING> code has to remove
1209the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1210deletes the B<POISONING> object.
1211
1212=back
1213
657=head3 FORCE - type 114 - Forces 1214=head3 B<FORCE> - type 114 - Forces
658 1215
659Forces are a very 'thin' type. They don't have much behaviour other than 1216Forces 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 1217disappearing after a time and/or affecting the player if they are in his
661inventory. 1218inventory.
662 1219
663Forces only take effect on the player if they have set FLAG_APPLIED. 1220Forces only take effect on the player if they have FLAG_APPLIED set.
664 1221
665Whether the duration field is processed or not a tick is controlled via the 1222Whether 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 1223I<speed> and I<speed_left> fields. Look above in the generic object field description.
667fields.
668 1224
669NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1225NOTE: 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 1226interpreter 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'. 1227BUT: 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. 1228will 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. 1229removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1230have good semantics on forces, try to avoid it.
674 1231
675=over 4 1232=over 4
676 1233
677=item duration 1234=item I<duration>
678 1235
679While this field is greater than 0 the force/object is not destroyed. It is 1236While this field is greater than 0 the force/object is not destroyed. It is
680decreased each tick by 1. 1237decreased each tick by 1.
681 1238
682If it reaches 0 the force/object is destroyed. 1239If it reaches 0 the force/object is destroyed.
685FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1242FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
686what happens then. 1243what happens then.
687 1244
688=back 1245=back
689 1246
690=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1247=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
691 1248
692This object is generated by the POTION code when the potion is a resistance 1249This 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. 1250giving potion. It has mainly the same behaviour as a B<FORCE>.
694 1251
695The specialty of the potion effect is that the resistancy it gives is absolute, 1252The 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 1253so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
697fire. 1254fire.
698 1255
699Multiple potion effects only give you the maximum of their resistancy. 1256Multiple potion effects only give you the maximum of their resistancy.

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