ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/pod/objects.pod
(Generate patch)

Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.14 by elmex, Wed Dec 20 19:53:10 2006 UTC vs.
Revision 1.29 by root, Thu Dec 4 03:48:19 2008 UTC

1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
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
71=item x <number> 93=item I<x> <number>
72 94
73The x position of the object when it is on a map. 95The x position of the object when it is on a map.
74 96
75=item y <number> 97=item I<y> <number>
76 98
77The y position of the object when it is on a map. 99The y position of the object when it is on a map.
78 100
79=item map (internal) 101=item I<map> (internal)
80 102
81The map the object is on. 103The map the object is on.
82 104
83=item invisible <number> 105=item I<invisible> <number>
84 106
85If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
86For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
87and is decreased every tick by 1. 109and is decreased every tick by 1.
88 110
89For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
90 112
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). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
118
91=item speed <number> 119=item I<speed> <number>
92 120
93If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
94on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
95 123
96If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
97from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
98 126
99=item speed_left <number> 127=item I<speed_left> <number>
100 128
101If this field is greater than 0 and the object is on the 129If this field is greater than 0 and the object is on the
102active list (mostly means it's speed is also greater than 0): 130active list (mostly means it's speed is also greater than 0):
103 131
104 - speed_left is decreased by 1 132 - speed_left is decreased by 1
105 - and this object is processed and experiences a server tick. 133 - and this object is processed and experiences a server tick.
106 134
107If the object is on the active list and speed_left is lower or 135If the object is on the active list and I<speed_left> is lower or
108equal to 0 the absolute value of the speed field is added to speed_left 136equal to 0 the absolute value of the I<speed> is added to I<speed_left>
109on the end of the tick. 137on the end of the tick.
110 138
111This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 139This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
112the more seldom the object is processed. And the higher the speed field is 140the more seldom the object is processed. And the higher I<speed> is
113the more often the object is processed. 141the more often the object is processed.
114 142
115=item connected <number> 143=item I<connected> <number>
116 144
117When this field is set the object will be linked to a connection with the 145When this field is set the object will be linked to a connection with the
118id <number>. What happens when the connection is 'activated' depends on the 146id <number>. What happens when the connection is 'activated' depends on the
119type of the object. 147type of the object.
120 148
121When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control 149FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
122when to activate the object, see description of these below for further details. 150when to activate the object, see description of these below for further details.
123 151
124=item no_drop (0|1) 152=item I<no_drop> (0|1)
125 153
126Sets the flag FLAG_NO_DROP. 154Sets the flag FLAG_NO_DROP.
127See Flags section below. 155See Flags section below.
128 156
129=item applied (0|1) 157=item I<applied> (0|1)
130 158
131Sets the flag FLAG_APPLIED. 159Sets the flag FLAG_APPLIED.
132See Flags section below. 160See Flags section below.
133 161
134=item is_used_up (0|1) 162=item I<is_used_up> (0|1)
135 163
136Sets the flag FLAG_IS_USED_UP. 164Sets the flag FLAG_IS_USED_UP.
137See Flags section below. 165See Flags section below.
138 166
167=item I<changing> (0|1)
168
169Sets the flag FLAG_CHANGING.
170See Flags section below.
171
139=item auto_apply (0|1) 172=item I<auto_apply> (0|1)
140 173
141Sets the flag FLAG_AUTO_APPLY. 174Sets the flag FLAG_AUTO_APPLY.
142See Flags section below. 175See Flags section below.
143 176
144=item no_steal (0|1) 177=item I<no_steal> (0|1)
145 178
146Sets the flag FLAG_NO_STEAL. 179Sets the flag FLAG_NO_STEAL.
147See Flags section below. 180See Flags section below.
148 181
149=item reflecting (0|1) 182=item I<reflecting> (0|1)
150 183
151Sets the flag FLAG_REFLECTING. 184Sets the flag FLAG_REFLECTING.
152See Flags section below. 185See Flags section below.
153 186
154=item reflect_spell (0|1) 187=item I<reflect_spell> (0|1)
155 188
156Sets the flag FLAG_REFL_SPELL. 189Sets the flag FLAG_REFL_SPELL.
157See Flags section below. 190See Flags section below.
158 191
159=item no_skill_ident (0|1) 192=item I<no_skill_ident> (0|1)
160 193
161Sets the flag FLAG_NO_SKILL_IDENT. 194Sets the flag FLAG_NO_SKILL_IDENT.
162See Flags section below. 195See Flags section below.
163 196
164=item activate_on_push (0|1) (default: 1) 197=item I<activate_on_push> (0|1) (default: 1)
165 198
166Sets the flag FLAG_ACTIVATE_ON_PUSH. 199Sets the flag FLAG_ACTIVATE_ON_PUSH.
167See Flags section below. 200See Flags section below.
168 201
169=item activate_on_release (0|1) (default: 1) 202=item I<activate_on_release> (0|1) (default: 1)
170 203
171Sets the flag FLAG_ACTIVATE_ON_RELEASE. 204Sets the flag FLAG_ACTIVATE_ON_RELEASE.
172See Flags section below. 205See Flags section below.
173 206
207=item I<is_lightable> (0|1)
208
209Sets the flag FLAG_IS_LIGHTABLE.
210See Flags section below.
211
174=item editable (more than deprecated) 212=item I<editable> (more than deprecated)
175 213
176This field had a special meaning for crossedit, which used parts 214This field had a special meaning for crossedit, which used parts
177of the server code for editing. Wherever you see this attribute being 215of the server code for editing. Wherever you see this field being
178set in an archetype ignore it and/or remove it. No code interprets this 216set in an archetype ignore it and/or remove it. No code interprets this
179field anymore. 217field anymore.
180 218
181=back 219=back
182 220
194 232
195This flag mostly states whether this object has been 'applied' by the player. 233This flag mostly states whether this object has been 'applied' by the player.
196For objects that are applied by the code or have this flag set in the archetype 234For objects that are applied by the code or have this flag set in the archetype
197it mostly means 'this object is active'. 235it mostly means 'this object is active'.
198 236
199For example the player adjustments of the hp/sp/grace fields and inheritance 237For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
200of flags from objects in his inventory is toggled by this flag. 238of flags from objects in his inventory is toggled by this flag.
201 239
202=item FLAG_IS_USED_UP 240=item FLAG_IS_USED_UP
203 241
204This flag controls whether an object is 'used up'. If it is set the 'food' field 242This flag controls whether an object is 'used up'. If it is set I<food>
205of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 243is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
206it is removed.
207 244
208If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 245If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
209this object is removed or not, see the Force type below for the meaning 246this object is removed or not, see the B<FORCE> type below for the meaning
210of the duration field in this context. 247of the duration field in this context.
211 248
212If FLAG_APPLIED is not set the object is destroyed. 249If FLAG_APPLIED is not set the object is destroyed.
213 250
251=item FLAG_CHANGING
252
253If the I<state> field of the object is 0 the object will be processed periodically
254(if I<speed> is set). If the I<state> field is 1 it won't be processed.
255
256This flag indicates that the object is changing into a different object.
257The object has to have the I<other_arch> field set. The object the changing object
258changes into is derived from the archetype in I<other_arch>.
259
260When the object does not have FLAG_ALIVE set the I<food> field will be decremented
261each time the object is processed, and if I<food> reaches 0 one new object will be generated.
262
263When the object has FLAG_ALIVE set the I<food> field is the number of objects that
264will be generated.
265
266After the new object is created the I<hp> field from the old object is copied into
267the new one.
268
269When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
270to the new object.
271
214=item FLAG_IS_A_TEMPLATE (internal use) 272=item FLAG_IS_A_TEMPLATE (internal use)
215 273
216This flag is set on the inventory of generators like CREATORs and CONVERTERs, 274This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
217or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 275or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
218 276
219=item FLAG_AUTO_APPLY 277=item FLAG_AUTO_APPLY
220 278
221This flag has currently only meaning for the TREASURE type, see below. 279This flag has currently only meaning for the B<TREASURE> type, see below.
222 280
223=item FLAG_ACTIVATE_ON_PUSH 281=item FLAG_ACTIVATE_ON_PUSH
224 282
225This flag has only meaning for objects that can be linked together 283This flag has only meaning for objects that can be linked together
226with the 'connected' field and controls wether the object should 284by the I<connected> field and controls wether the object should
227be activated when the connection is 'pushed' or it is 'released'. 285be activated when the connection is 'pushed' or it is 'released'.
228 286
229What 'pushed' and 'released' means depends on the object that 287What 'pushed' and 'released' means depends on the object that
230activates the connection. 288activates the connection.
231 289
232This flag is by default on. 290This flag is by default on.
233 291
234=item FLAG_ACTIVATE_ON_RELEASE 292=item FLAG_ACTIVATE_ON_RELEASE
235 293
236This flag has only meaning for objects that can be linked together 294This flag has only meaning for objects that can be linked together
237with the 'connected' field and controls wether the object should 295by the I<connected> field and controls wether the object should
238be activated when the connection is 'pushed' or it is 'released'. 296be activated when the connection is 'pushed' or it is 'released'.
239 297
240What 'pushed' and 'released' means depends on the object that 298What 'pushed' and 'released' means depends on the object that
241activates the connection. 299activates the connection.
242 300
243This flag is by default on. 301This flag is by default on.
244 302
245=item FLAG_NO_STEAL 303=item FLAG_NO_STEAL
246 304
247When this flag is set this object can't be stolen. The flag will be 305When this flag is set this object can't be stolen. The flag will be
248resetted once the object is placed on a map. 306reset once the object is placed on a map.
249 307
250When this flag is set on a monster it can defent attempts of stealing 308When this flag is set on a monster it can defend attempts at stealing
251(but in this context the flag is only used internally). 309(but in this context the flag is only used internally).
252 310
253=item FLAG_NO_SKILL_IDENT 311=item FLAG_NO_SKILL_IDENT
254 312
255This flag is mostly used internal and prevents unidentified objects 313This flag is mostly used internal and prevents unidentified objects
256(objects which don't have FLAG_IDENTIFIED set) being identified by 314(objects which don't have FLAG_IDENTIFIED set) being identified
257skills. 315multiple times by skills.
258 316
259This flag is used to mark objects to never being identified by a skill 317This flag is used to mark objects which were unsuccessfully identified by a
260once a player failed to identify an object. So that multiple tries 318players skill. So that multiple tries of identifying aren't more effective than
261of identifying aren't more effective than one. 319one.
262 320
263=item FLAG_REFLECTING 321=item FLAG_REFLECTING
264 322
265This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW 323This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
266to indicate whether this object reflects off walls. 324to indicate whether this object reflects off walls.
267 325
268=item FLAG_REFL_SPELL 326=item FLAG_REFL_SPELL
269 327
270This flag indicates whether something reflects spells, like spell reflecting 328This flag indicates whether something reflects spells, like spell reflecting
271amuletts. 329amuletts.
272 330
273=back 331=item FLAG_IS_LIGHTABLE
274 332
275=head2 Description of type specific attributes 333This flag indicates whether a B<LIGHTER> can light this object. See also the
334description of the B<LIGHTER> type. How easy you can light an item depends
335partially on the material of the object.
336
337=back
338
339=head2 Description of type specific fields and behaviour
276 340
277The beginning of the headers of the following subsection 341The beginning of the headers of the following subsection
278are the server internal names for the objects types, see include/define.h. 342are the server internal names for the objects types, see include/define.h.
279 343
280=head3 TRANSPORT - type 2 - Player transports 344=head3 B<TRANSPORT> - type 2 - Player transports
281 345
282This type is implemented by the transport extension and has currently no special 346This type is implemented by the transport extension and has currently no special
283attributes that affect it. 347fields that affect it.
284 348
285=head3 ROD - type 3 - Rods that fire spells 349=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
286 350
287Rods contain spells and can be fired by a player. 351Rods contain spells and can be fired by a player.
288 352
289=over 4 353=over 4
290 354
291=item level <number> 355=item I<level> <number>
292 356
293This attribute is used for calculating the spell level that can be fired 357This field is used for calculating the spell level that can be fired
294with this rod, it's also the maximum level of the spell that can be fired. 358with this rod, it's also the maximum level of the spell that can be fired.
295The level of the spell that is being fired depends mostly on 359The level of the spell that is being fired depends mostly on
296the 'use magic item' skill level of the player and 1/10 of the level of the 360the 'use magic item' skill level of the player and 1/10 of the level of the
297rod is added as bonus. 361rod is added as bonus.
298 362
299=item hp <number> 363=item I<hp> <number>
300 364
301The amount of spellpoints this rod has left. 365The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
366maxhp/10> per tick.
302 367
303=item maxhp <number> 368=item I<maxhp> <number>
304 369
305The maximum amount of spellpoints this rod has. 370The maximum amount of spellpoints this rod has.
306 371
307=item skill <skill name> 372=item I<skill> <skill name>
308 373
309This field determines which skill you need to apply this object. 374This field determines which skill you need to apply this object.
310 375
311=back 376=back
312 377
313=head3 TREASURE - type 4 - Treasures 378=head3 B<TREASURE> - type 4 - Treasures
314 379
315This type of objects are for random treasure generation in maps. 380This type of objects are for random treasure generation in maps.
316If this object is applied by a player it will replace itself with it's 381If this object is applied by a player it will replace itself with it's
317inventory. If it is automatically applied 382inventory. If it is automatically applied
318generate a treasure and replace itself with the generated treasure. 383generate a treasure and replace itself with the generated treasure.
320Chests are also of this type, their treasures are generated by 385Chests are also of this type, their treasures are generated by
321the auto apply code on map instantiation. 386the auto apply code on map instantiation.
322 387
323=over 4 388=over 4
324 389
325=item hp <number> 390=item I<hp> <number>
326 391
327The number of treasures to generate. 392The number of treasures to generate.
328 393
329=item exp <level> 394=item I<exp> <level>
330 395
331If FLAG_AUTO_APPLY is not set the exp field has no further meaning 396If FLAG_AUTO_APPLY is not set the exp field has no further meaning
332and the difficulty for the treasurecode only depends on the maps difficulty, 397and the difficulty for the treasurecode only depends on the maps difficulty,
333otherwise the exp field has the following meaning: 398otherwise the exp field has the following meaning:
334 399
337worth a treasure is or what bonuses it is given by the treasure code. 402worth a treasure is or what bonuses it is given by the treasure code.
338 403
339If this field is not set or 0 the difficulty of the map is passed to the treasure 404If this field is not set or 0 the difficulty of the map is passed to the treasure
340generation code. 405generation code.
341 406
342=item randomitems <treasurelist> 407=item I<randomitems> <treasurelist>
343 408
344The treasurelist to use to generate the treasure which is put in the 409The treasurelist to use to generate the treasure which is put in the
345treasure objects inventory. 410treasure objects inventory.
346 411
347=back 412=back
348 413
349=head3 POTION - type 5 - Potions for drinking and other nastynesses 414=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
350 415
351These objects contain a spell and will emit it on apply, which most 416These objects contain a spell and will emit it on apply, which most
352of the time has the meaning of 'drinking'. 417of the time has the meaning of 'drinking'.
353 418
354If no resistancy field, stat field or attacktype is set and no spell 419If no resistancy field, stat field or attacktype is set and no spell
359If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 424If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
360will yield an explosion and hurt the player. 425will yield an explosion and hurt the player.
361 426
362=over 4 427=over 4
363 428
364=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 429=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
365 430
366These stat fields determine how many stat points the player gets 431These stat fields determine how many stat points the player gets
367when he applies this potion. 432when he applies this potion.
368 433
369If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 434If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
370 435
371=item sp <number> 436=item I<sp> <number>
372 437
373If this field is set and the randomitems field is not set 438If this field is set and the randomitems field is not set
374the field is interpreted as spell number, please look the right 439the field is interpreted as spell number, please look the right
375number up in common/loader.C. 440number up in common/loader.C.
376 441
377If this field is set the randomitems field will be unset by the 442If this field is set the randomitems field will be unset by the
378map loading code. 443map loading code.
379 444
380=item attacktype <attacktype> 445=item I<attacktype> <attacktype>
381 446
382This field has some special meaning in potions, currently the 447This field has some special meaning in potions, currently the
383bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 448bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
384restoration potion or improvement potion. 449restoration potion or improvement potion.
385See include/attackinc.h for the bits of these types. 450See include/attackinc.h for the bits of these types.
390into him. 455into him.
391 456
392If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 457If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
393When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 458When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
394 459
395=item resist_<resistancy> <number> 460=item I<resist_RESISTANCY> <number>
396 461
397If this stat is set and no spell is in the potion the potion 462If this stat is set and no spell is in the potion the potion
398will create a force that give the player this specific resistancy. 463will create a force that give the player this specific resistancy.
399The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 464The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
400and the potion will last 10 times longer than the default force archetype 465and the potion will last 10 times longer than the default force archetype
401FORCE_NAME (at the moment of this writing spell/force.arc). 466FORCE_NAME (at the moment of this writing spell/force.arc).
402 467
403=item randomitems <treasurelist> 468=item I<randomitems> <treasurelist>
404 469
405The inventory/spell of the potion will be created by calling the treasure code 470The inventory/spell of the potion will be created by calling the treasure code
406with the treasurelist specified here. (I guess it's highly undefined what 471with the treasurelist specified here. (I guess it's highly undefined what
407happens if there is not a spell in the potions inventory). 472happens if there is not a spell in the potions inventory).
408 473
409=item on_use_yield <archetype> 474=item I<on_use_yield> <archetype>
410 475
411When this object is applied an instance of <archetype> will be created. 476When this object is applied an instance of <archetype> will be created.
412 477
413=item subtypes <potion subtype> 478=item I<subtypes> <potion subtype>
414 479
415see include/spells.h for possible potion subtypes, there are currently 4: 480see include/spells.h for possible potion subtypes, there are currently 4:
416 481
417=over 4 482=over 4
418 483
421Unused, default behaiour of a potion. 486Unused, default behaiour of a potion.
422 487
423=item POT_DUST 488=item POT_DUST
424 489
425This potion can be thrown to cast the spell that it has in it's inventory, 490This potion can be thrown to cast the spell that it has in it's inventory,
426the behaviour is not defined if there is not a spell in the inventory and the 491the behaviour is not defined if there is not a B<SPELL> in the inventory and the
427server will log an error. 492server will log an error.
428 493
429=item POT_FIGURINE 494=item POT_FIGURINE
430 495
431Unused, default behaiour of a potion. 496Unused, default behaiour of a potion.
436 501
437=back 502=back
438 503
439=back 504=back
440 505
441=head3 FOOD - type 6 - Eatable stuff 506=head3 B<FOOD> - type 6 - Eatable stuff
442 507
443This is for objects that are representing general eatables like 508This is for objects that are representing general eatables like
444beef or bread. 509beef or bread.
445 510
446The main difference between FOOD, FLESH and DRINK is that they 511The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
447give different messages. 512give different messages.
448 513
449The specialty of FLESH is that it inherits the resistancies of the 514The specialty of B<FLESH> is that it inherits the resistancies of the
450monsters it was generated in and will let dragons raise their resistancies 515monsters it was generated in and will let dragons raise their resistancies
451with that. If the monster has the POISON attacktype the FLESH 516with that. If the monster has the B<POISON> attacktype the B<FLESH>
452will change into POISON. 517will change into B<POISON>.
453 518
454If a player runs low on food he will grab for FOOD, DRINK and POISON 519If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
455and if he doesn't find any of that he will start eating FLESH. 520and if he doesn't find any of that he will start eating B<FLESH>.
456 521
457=over 4 522=over 4
458 523
459=item title <string> 524=item I<title> <string>
460 525
461If the food has a title or is cursed it is considered 'special', which means that the 526If the food has B<title> set or is cursed it is considered 'special', which
462fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 527means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
463are interpreted and have further effects on the player. 528I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
529on the player.
464 530
465The higher the food field is the longer the improvement of the player lasts 531The higher the I<food> field is the longer the improvement of the player lasts
466(except for hp and sp). 532(except for I<hp> and I<sp>).
467 533
468=item food <number> 534=item I<food> <number>
469 535
470This is the amount of food points the player gets when he eats this. 536This is the amount of food points the player gets when he eats this.
471 537
472=item on_use_yield <archetype> 538=item I<on_use_yield> <archetype>
473 539
474When this object is applied an instance of <archetype> will be created. 540When this object is applied an instance of <archetype> will be created.
475 541
476=back 542=back
477 543
478=head3 POISON - type 7 - Poisonous stuff 544=head3 B<POISON> - type 7 - Poisonous stuff
479 545
480This type is for objects that can poison the player when drinking. 546This type is for objects that can poison the player when he drinks/applies it.
481When applied it will hit the attacked with AT_POISON and will create 547When applied it will hit the attacked with AT_POISON and will create
482a POISONING object in the one who was hit. 548a B<POISONING> object in the one who was hit.
483 549
484=over 4 550=over 4
485 551
486=item level <number> 552=item I<level> <number>
487 553
488This field affects the propability of poisoning. The higher the level difference 554This field affects the probability of poisoning. The higher the level difference
489between the one who is hit and the poision the mose propable it is the attacked 555between the one who is hit and the poision the more probable it is the attacked
490one will be poisoned. 556one will be poisoned.
491 557
492=item slaying <race> 558=item I<slaying> <race>
493 559
494On poison this field has the usual meaning of 'slaying', when the 560This field has the usual meaning of 'slaying', when the
495ones race matches the slaying field the damage done by the poison 561poisoned's race matches the I<slaying> field the damage done by the poison
496is multiplied by 3. 562is multiplied by 3.
497 563
498=item hp <number> 564=item I<hp> <number>
499 565
500This is the amount of damage the player will receive from applying this. The 566This is the amount of damage the player will receive from applying this. The
501attacktype AT_POISON will be used to hit the player and the damage will 567attacktype AT_POISON will be used to hit the player and the damage will
502determine the strenght, duration and depletion of stats of the poisoning. The 568determine the strenght, duration and depletion of stats of the poisoning. The
503created POISONING object which is being placed in the one who was attacked will 569created B<POISONING> object which is being placed in the one who was attacked will
504get the damage from this field (which is maybe adjusted by slaying or the 570get the damage from this field (which is maybe adjusted by slaying or the
505resistancies). 571resistancies).
506 572
507=item food <number> 573=item I<food> <number>
508 574
5091/4 of <number> will be drained from the players food. 5751/4 of <number> will be drained from the players I<food>.
510 576
511=item on_use_yield <archetype> 577=item I<on_use_yield> <archetype>
512 578
513When this object is applied an instance of <archetype> will be created. 579When this object is applied an instance of <archetype> will be created.
514 580
515=back 581=back
516 582
517=head3 BOOK - type 8 - Readable books 583=head3 B<BOOK> - type 8 - Readable books
518 584
519This type is basically for representing text books in the game. 585This type is basically for representing text books in the game.
520 586
521Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 587Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
522 588
523=over 4 589=over 4
524 590
525=item msg <text> 591=item I<msg> <text>
526 592
527This is the contents of the book. When this field is unset 593This is the contents of the book. When this field is unset
528at treasure generation a random text will be inserted. 594at treasure generation a random text will be inserted.
529 595
530=item skill <skill name> 596=item I<skill> <skill name>
531 597
532The skill required to read this book. (The most resonable 598The skill required to read this book. (The most resonable
533skill would be literacy). 599skill would be literacy).
534 600
535=item exp <number> 601=item I<exp> <number>
536 602
537The experience points the player get for reading this book. 603The experience points the player get for reading this book.
538 604
539=item subtype <readable subtype> 605=item I<subtype> <readable subtype>
540 606
541This field determines the type of the readable. 607This field determines the type of the readable.
542Please see common/readable.C in the readable_message_types table. 608Please see common/readable.C in the readable_message_types table.
543 609
544=back 610=back
545 611
546=head3 CLOCK - type 9 - Clocks 612=head3 B<CLOCK> - type 9 - Clocks
547 613
548This type of objects just display the time when being applied. 614This type of objects just display the time when being applied.
549 615
550=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 616=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
551 617
552This is a spell effect of a moving bolt. It moves straigt forward 618This is a spell effect of a moving bolt. It moves straigt forward
553through the map until something blocks it. 619through the map until something blocks it.
554If FLAG_REFLECTING is set it even reflects on walls. 620If FLAG_REFLECTING is set it even reflects on walls.
555 621
556FLAG_IS_TURNABLE should be set on these objects. 622FLAG_IS_TURNABLE should be set on these objects.
557 623
558=over 4 624=over 4
559 625
560=item move_type <movetype> 626=item I<move_type> <movetype>
561 627
562This field affects the move type with which the lightning moves through 628This field affects the move type with which the lightning moves through
563the map and which map cells will reflect or block it. 629the map and which map cells will reflect or block it.
564 630
565=item attacktype <attacktype> 631=item I<attacktype> <attacktype>
566 632
567The attacktype with which it hits the objects on the map. 633The attacktype with which it hits the objects on the map.
568 634
569=item dam <number> 635=item I<dam> <number>
570 636
571The damage this bolt inflicts when it hits objects on the map. 637The damage this bolt inflicts when it hits objects on the map.
572 638
573=item Dex <number> 639=item I<Dex> <number>
574 640
575This is the fork percentage, it is reduced by 10 per fork. 641This is the fork percentage, it is reduced by 10 per fork.
576And the damage is halved on each fork. 642And the I<dam> field is halved on each fork.
577 643
578=item Con <number> 644=item I<Con> (internal)
579 645
580This value is a percentage of which the forking lightning 646This value is a percentage of which the forking lightning
581is deflected to the left. This value should be mostly used internally. 647is deflected to the left. This value should be mostly used internally.
582 648
583=item duration <number> 649=item I<duration> <number>
584 650
585The duration the bolt stays on a map cell. This field is decreased each time 651The duration the bolt stays on a map cell. This field is decreased each time
586the object is processed (see the meaning of speed and speed_left fields in 652the object is processed (see the meaning of I<speed> and I<speed_left> fields in
587the object general description). 653the generic object field description).
588 654
589=item range <number> 655=item I<range> <number>
590 656
591This is the range of the bolt, each space it advances this field is decreased. 657This is the range of the bolt, each space it advances this field is decreased.
592 658
593=back 659=back
594 660
595=head3 ARROW - type 13 - Arrows 661=head3 B<ARROW> - type 13 - Arrows
596 662
597This is the type for objects that represent projectiles like arrows. 663This is the type for objects that represent projectiles like arrows.
598The movement of THROWN_OBJs behave similar to this type. 664The movement of B<THROWN_OBJ>s behave similar to this type.
599 665
600Flying arrows are stopped either when they hit something blocking 666Flying arrows are stopped either when they hit something blocking
601(move_block) or something which is alive. 667(I<move_block>) or something which is alive.
602If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE 668If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
603set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict 669set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
604damage with a small chance which is affected by the 'level' field of the arrow. 670damage with a small chance which is affected by the I<level> field of the arrow.
605 671
606If FLAG_REFLECTING is set on the arrow it will bounce off everything 672If FLAG_REFLECTING is set on the arrow it will bounce off everything
607that is not alive and blocks it's movement. 673that is not alive and blocks it's movement.
608 674
609When an arrow is being shot it's dam, wc, attacktype, slaying fields will 675When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
610be saved in the sp, hp, grace and spellarg fields of the object, to restore them 676fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
611once the arrow has been stopped. 677the object, to restore them once the arrow has been stopped.
612 678
613=over 4 679=over 4
614 680
615=item dam <number> 681=item I<dam> <number>
616 682
617The amount of damage that is being done to the victim that gets hit. 683The amount of damage that is being done to the victim that gets hit.
618This field is recomputed when the arrow is fired and will consist 684This field is recomputed when the arrow is fired and will consist
619of the sum of a damage bonus (see description of the BOW type), 685of the sum of a damage bonus (see description of the B<BOW> type),
620the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field 686the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
621and the arrows magic field. 687and the arrows I<magic> field.
622 688
623=item wc <number> 689=item I<wc> <number>
624 690
625The weaponclass of the arrow, which has effect on the propability of hitting. 691The weapon class of the arrow, which has effect on the probability of hitting.
626 692
627It is recomputed when the arrow is being fired by this formula: 693It is recomputed when the arrow is being fired by this formula:
628 694
629 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) 695 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
630 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod 696 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
631 697
632When the arrow is not being shot by an player dex_bonus and thaco_bonus and the 698When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
633level is not added. 699level is not added.
634 700
635The wc_mod is dependend on the fire mode of the bow. For a more detailed 701wc_mod is dependend on the fire mode of the bow. For a more detailed
636explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. 702explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
637 703
638=item magic <number> 704=item I<magic> <number>
639 705
640This field is added to the damage of the arrow when it is shot and 706This field is added to the damage of the arrow when it is shot and
641will also improve it's speed by 1/5 of it's value. 707will also improve it's I<speed> by 1/5 of it's value.
642 708
643=item attacktype <attacktype> 709=item I<attacktype> <attacktype>
644 710
645Bitfield which decides the attacktype of the damage, see include/attackinc.h 711Bitfield which decides the attacktype of the damage, see include/attackinc.h
646On fireing the attacktype of the bow is added to the arrows attacktype. 712On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
647 713
648=item level <number> (interally used) 714=item I<level> <number> (interally used)
649 715
650The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE, 716The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
651see above in the ARROW description. 717see above in the B<ARROW> description.
652 718
653The level is set when the arrow is fired to either the skill level or the 719The I<level> is set when the arrow is fired to either the skill level or the
654shooters level. 720shooters level.
655 721
656=item speed <number> (internal) 722=item I<speed> <number> (internal)
657 723
658This field shouldn't be set directly in the archetype, the arrow will get it's 724This field shouldn't be set directly in the archetype, the arrow will get it's
659speed from the bow. This fields value has to be atleast 0.5 or otherwise the 725I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
660arrow will be stopped immediatly. 726arrow will be stopped immediatly.
661 727
662On fireing the speed of the arrow is computed of 1/5 of the 728On fireing the I<speed> of the arrow is computed of 1/5 of the
663sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7 729sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
664of the bows 'dam' field is added to the speed of the arrow. 730of the bows I<dam> field is added to the I<speed> of the arrow.
665 731
666The minimum speed of an arrow is 1.0. 732The minimum I<speed> of an arrow is 1.0.
667 733
668While flying the arrows speed is decreased by 0.05 each time it's moved. 734While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
669 735
670If the speed is above 10.0 it goes straight through the creature it hits and 736If the I<speed> is above 10.0 it goes straight through the creature it hits and
671it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is 737it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
672stopped and either sticked into the victim (see weight field description) or 738stopped and either sticked into the victim (see I<weight> field description) or
673put on it's map square (if it didn't break, see description of the food field). 739put on it's map square (if it didn't break, see description of the I<food> field).
674 740
675=item weight <number> 741=item I<weight> <number>
676 742
677This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg) 743This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
678the arrow will stick in the victim it hits. Otherwise it will fall to the ground. 744the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
679 745
680=item food <number> 746=item I<food> <number>
681 747
682The breaking percentage. 100% means: breaks on usage for sure. 748The breaking percentage. 100 (%) means: breaks on usage for sure.
683 749
684=item inventory (internal) 750=item I<inventory> (internal)
685 751
686If the flying/moving object has something in it's inventory and it stops, it 752If the flying/moving object has something in it's inventory and it stops, it
687will be replaced with it's inventory. Otherwise it will be handled as usual, 753will be replaced with it's inventory. Otherwise it will be handled as usual,
688which means: it will be calculated whether the arrow breaks and it will be 754which means: it will be calculated whether the arrow breaks and it will be
689reset for reuse. 755reset for reuse.
690 756
691=item slaying <string> 757=item I<slaying> <string>
692 758
693When the bow that fires this arrow has it's slaying field set it is copied 759When the bow that fires this arrow has it's I<slaying> field set it is copied
694to the arrows slaying field. Otherwise the arrows slaying field remains. 760to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
695 761
696=item move_type <movetype> (internally used) 762=item I<move_type> <movetype> (internally used)
697 763
698This field is set when the arrow is shot to MOVE_FLY_LOW. 764This field is set when the arrow is shot to MOVE_FLY_LOW.
699 765
700=item move_on <movetype> (internally used) 766=item I<move_on> <movetype> (internally used)
701 767
702This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. 768This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
703 769
704=item race <string> 770=item I<race> <string>
705 771
706The race field is a unique key that assigns arrows, bows and quivers. When 772The I<race> field is a unique key that assigns arrows, bows and quivers. When
707shooting an arrow the bows race is used to search for arrows (which have the 773shooting an arrow the bows I<race> is used to search for arrows (which have the
708same race as the bow) in the players inventory and will recursively search in 774same I<race> as the bow) in the players inventory and will recursively search in
709the containers (which are applied and have the same race as the bow and the arrow). 775the containers (which are applied and have the same I<race> as the bow and the arrow).
710 776
711=back 777=back
712 778
713=head3 BOW - type 14 - Bows, those that fire ARROWs 779=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
714 780
715TODO, but take into account ARROW description above 781TODO, but take into account B<ARROW> description above!
716 782
717=head3 WEAPON - type 15 - Weapons 783=head3 B<WEAPON> - type 15 - Weapons
718 784
719This type is for general hack and slash weapons like swords, maces 785This type is for general hack and slash weapons like swords, maces
720and daggers and and .... 786and daggers and and ....
721 787
722=over 4 788=over 4
723 789
724=item weapontype <type id> 790=item I<weapontype> <type id>
725 791
726decides what attackmessages are generated, see include/define.h 792decides what attackmessages are generated, see include/define.h
727 793
728=item attacktype <bitmask> 794=item I<attacktype> <bitmask>
729 795
730bitfield which decides the attacktype of the damage, see include/attackinc.h 796bitfield which decides the attacktype of the damage, see include/attackinc.h
731 797
732=item dam <number> 798=item I<dam> <number>
733 799
734amount of damage being done with the attacktype 800amount of damage being done with the attacktype
735 801
736=item item_power <level> 802=item I<item_power> <level>
737 803
738the itempower of this weapon. 804the itempower of this weapon.
739 805
740=item name 806=item I<name>
741 807
742the name of the weapon. 808the name of the weapon.
743 809
744=item level (internal) 810=item I<level> (internal)
745 811
746The improvement state of the weapon. 812The improvement state of the weapon.
747If this field is greater than 0 the 'name' field starts with the 813If this field is greater than 0 the I<name> field starts with the
748characters name who improved this weapon. 814characters name who improved this weapon.
749 815
750=item last_eat (internal) 816=item I<last_eat> (internal)
751 817
752seems to be the amount of improvements of a weapon, 818This seems to be the amount of improvements of a weapon,
753the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 819the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
754 820
755 ((who->level / 5) + 5) >= op->last_eat 821 ((who->level / 5) + 5) >= op->last_eat
756 822
757=item last_sp 823=item I<last_sp>
758 824
759the weapon speed (see magic description) 825the weapon speed (see magic description)
760 826
761=item food <number> 827=item I<food> <number>
762 828
763addition to food regeneration of the player 829addition to food regeneration of the player
764 830
765=item hp <number> 831=item I<hp> <number>
766 832
767addition to health regeneration 833addition to health regeneration
768 834
769=item sp <number> 835=item I<sp> <number>
770 836
771addition to mana regeneration 837addition to mana regeneration
772 838
773=item grace <number> 839=item I<grace> <number>
774 840
775addititon to grace regeneration 841addititon to grace regeneration
776 842
777=item gen_sp_armour <number> 843=item I<gen_sp_armour> <number>
778 844
779the players gen_sp_armour field (which is per default 10) is added the <number> amount. 845the players I<gen_sp_armour> field (which is per default 10) is being added the
780gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 846<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
781is multiplied: gen_sp *= 10/<number> 847do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
782meaning: values > 10 of gen_sp_armour limits the amout of regenerated 848I<gen_sp_armour> limits the amout of regenerated spellpoints.
783spellpoints.
784 849
785generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 850Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
786sp regeneration. 851I<sp> regeneration.
787 852
788=item body_<body slot/part> 853=item I<body_BODYSLOT>
789 854
790the part of the body you need to use this weapon, possible values should be 855The part/slot of the body you need to use this weapon, possible values for
791looked up in common/item.C at body_locations. 856C<BODYSLOT> should be looked up in common/item.C at body_locations.
792 857
793=item resist_<resistnacy> <number> 858The value (in the range C<-7..7>) gives the number of those body slots
859used up by the item (if negative) or the number of body slots this object
860has (if positive, e.g. for monsters or players). The special value C<0>
861indicates that this object cannot equip items requiring these body slots.
862
863=item I<resist_RESISTANCY> <number>
794 864
795this is the factor with which the difference of the players resistancy and 100% 865this is the factor with which the difference of the players resistancy and 100%
796is multiplied, something like this: 866is multiplied, something like this:
797 867
798 additional_resistancy = (100 - current_resistanct) * (<number>/100) 868 additional_resistancy = (100 - current_resistancy) * (<number>/100)
799 869
800if <number> is negative it is added to the total vulnerabilities, 870if <number> is negative it is added to the total vulnerabilities,
801and later the total resistance is decided by: 871and later the total resistance is decided by:
802 872
803 'total resistance = total protections - total vulnerabilities' 873 'total resistance = total protections - total vulnerabilities'
804 874
805see also common/living.C:fix_player 875see also common/living.C:fix_player.
806 876
807=item patch_(attuned|repelled|denied) 877=item I<path_(attuned|repelled|denied)>
808 878
809this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 879this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
810for the pathes. 880for the pathes.
811 881
812=item luck <number> 882=item I<luck> <number>
813 883
814this luck is added to the players luck 884this luck is added to the players I<luck>
815 885
816=item move_type 886=item I<move_type>
817 887
818if the weapon has a move_type set the player inherits it's move_type 888if the weapon has a I<move_type> set the player inherits it's I<move_type>
819 889
820=item exp <number> 890=item I<exp> <number>
821 891
822the added_speed and bonus_speed of the player is raised by <number>/3. 892the added_speed and bonus_speed of the player is raised by <number>/3.
823if <number> < 0 then the added_speed is decreased by <number> 893if <number> < 0 then the added_speed is decreased by <number>
824 894
825=item weight 895=item I<weight>
826 896
827the weight of the weapon 897the weight of the weapon
828 898
829=item magic 899=item I<magic>
830 900
831the magic field affects the amounts of the following fields: 901the I<magic> field affects the amounts of the following fields:
832 902
833 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 903 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
834 904
835 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 905 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
836 906
837 - dam: the players dam is adjusted by: player->dam += (dam + magic) 907 - dam: the players dam is adjusted by: player->dam += (dam + magic)
838 908
839 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 909 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
840 (minium is 0) 910 (minium is 0)
841 911
842=item ac <number> 912=item I<ac> <number>
843 913
844the amount of ac points the player's ac is decreased when applying this object. 914the amount of ac points the player's I<ac> is decreased when applying this object.
845 915
846=item wc <number> 916=item I<wc> <number>
847 917
848the amount of wc points the player's wc is decreased when applying this object. 918the amount of wc points the player's I<wc> is decreased when applying this object.
849 919
850=back 920=back
851 921
852=head4 Player inherits following flags from weapons: 922=head4 Player inherits following flags from weapons:
853 923
858 FLAG_XRAYS 928 FLAG_XRAYS
859 FLAG_BLIND 929 FLAG_BLIND
860 FLAG_SEE_IN_DARK 930 FLAG_SEE_IN_DARK
861 FLAG_UNDEAD 931 FLAG_UNDEAD
862 932
863=head3 GRIMREAPER - type 28 - Grimreapers 933=head3 B<GRIMREAPER> - type 28 - Grimreapers
864 934
865These type are mostly used for monsters, they give the 935These type are mostly used for monsters, they give the
866monster the ability to dissapear after 10 hits with AT_DRAIN. 936monster the ability to dissapear after 10 hits with AT_DRAIN.
867 937
868=over 4 938=over 4
869 939
870=item value <number> 940=item I<value> <number>
871 941
872This field stores the hits the monster did yet. 942This field stores the hits the monster did yet.
873 943
874=back 944=back
875 945
876=head3 CREATOR - type 42 - Object creators 946=head3 B<CREATOR> - type 42 - Object creators
877 947
878Once a creator is activated by a connection it creates a number of objects 948Once a creator is activated by a connection it creates a number of objects
879(cloned from it's inventory or a new archetype from the other_arch slot). 949(cloned from it's inventory or a new object derived from the archetype
950named in the other_arch slot).
880 951
881If FLAG_LIVESAFE is set the number of uses is unlimited. 952If FLAG_LIVESAFE is set the number of uses is unlimited.
882 953
883=over 4 954=over 4
884 955
885=item hp <number> 956=item I<hp> <number>
886 957
887If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can 958If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
888be used. 959be used.
889 960
890=item speed <number> 961=item I<speed> <number>
891 962
892If speed is set the creator will create an object periodically, 963If I<speed> is set the creator will create an object periodically,
893see speed and speed_left fields in general object attribute description 964see I<speed> and I<speed_left> fields in the general object field description
894for more details on how this period works. 965for more details.
895 966
896=item slaying <string> 967=item I<slaying> <string>
897 968
898If set the generated object's name and 969If set the generated object's name and title will be set to this.
899title will be set to this.
900 970
901=item other_arch <string> 971=item I<other_arch> <string>
902 972
903If the inventory of the creator is empty objects of the 973If the inventory of the creator is empty new objects will be derived from the
904archetype <string> will be generated. 974archetype named by <string>.
905 975
906=item connected <number> 976=item I<connected> <number>
907 977
908See generic object attribute section. 978See generic object field description.
909 979
910=back 980=back
911 981
912=head3 DRINK - type 54 - Drinkable stuff 982=head3 B<DRINK> - type 54 - Drinkable stuff
913 983
914See FOOD description. 984See B<FOOD> description.
915 985
916=head3 CHECK_INV - type 64 - Inventory checkers 986=head3 B<CHECK_INV> - type 64 - Inventory checkers
917 987
918This object checks whether the player has a specific item in his 988This object checks whether the player has a specific item in his
919inventory when he moves above the inventory checker. If the player has 989inventory when he moves above the inventory checker. If the player has
920the item (or not, which can be controlled with a flag) a connection will be triggered. 990the item (or not, which can be controlled with a flag) a connection will be triggered.
921 991
922If you set move_block you can deny players and monsters to reach the space where 992If you set I<move_block> you can deny players and monsters to reach the space where
923the inventory checker is on, see 'move_block' description below. 993the inventory checker is on, see I<move_block> description below.
924 994
925The conditions specified by hp, slaying and race are concationated with OR. 995The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
926So matching one of those conditions is enough. 996So matching one of those conditions is enough.
927 997
928=over 4 998=over 4
929 999
930=item move_block <move type bitmask> 1000=item I<move_block> <move type bitmask>
931 1001
932If you set this field to block a movetype the move code will block any moves 1002If you set this field to block a movetype the move code will block any moves
933onto the space with the inventory checker, IF the moving object doesn't have 1003onto the space with the inventory checker, IF the moving object doesn't have
934(or has - if last_sp = 0) the item that the checker is searching for. 1004(or has - if I<last_sp> = 0) the item that the checker is searching for.
935 1005
936=item last_sp (0|1) 1006=item I<last_sp> (0|1)
937 1007
938If last_sp is 1 'having' the item that is being checked for will 1008If I<last_sp> is 1 'having' the item that is being checked for will
939activate the connection or make the space with the checker non-blocking. 1009activate the connection or make the space with the checker non-blocking.
940If last_sp is 0 'not having' the item will activate the connection 1010If I<last_sp> is 0 'not having' the item will activate the connection
941or make the space with the checker non-blocking. 1011or make the space with the checker non-blocking.
942 1012
943=item last_heal (0|1) 1013=item I<last_heal> (0|1)
944 1014
945If last_heal is 1 the matching item will be removed if the inventory checker 1015If I<last_heal> is 1 the matching item will be removed if the inventory checker
946activates a connection and finds the item in the inventory. 1016activates a connection and finds the item in the inventory.
947 1017
948(A inventory checker that blocks a space won't remove anything from inventories) 1018(A inventory checker that blocks a space won't remove anything from inventories)
949 1019
950=item hp <number> 1020=item I<hp> <number>
951 1021
952If this field is not 0 the inventory checker will search for an object 1022If this field is not 0 the inventory checker will search for an object
953with the type id <number>. 1023with the type id <number>.
954 1024
955=item slaying <string> 1025=item I<slaying> <string>
956 1026
957If this field is set the inventory checker will search for an object that 1027If this field is set the inventory checker will search for an object that
958has the same string in the slaying field (for example a key string of a key). 1028has the same string in the I<slaying> field (for example a key string of a key).
959 1029
960=item race <string> 1030=item I<race> <string>
961 1031
962If this field is set the inventory checker will search for an object which 1032If this field is set the inventory checker will search for an object which
963has the archetype name that matches <string>. 1033has the archetype name that matches <string>.
964 1034
965=item connected <connection id> 1035=item I<connected> <connection id>
966 1036
967This is the connection that will be activated. The connection is 1037This is the connection that will be activated. The connection is
968'pushed' when someone enters the space with the inventory checker, 1038'pushed' when someone enters the space with the inventory checker,
969and it is 'released' when he leaves it. 1039and it is 'released' when he leaves it.
970 1040
971See also the description of the connected field in the generic object attribute 1041See also the description of the I<connected> field in the generic object field
972section. 1042section.
973 1043
974=back 1044=back
975 1045
1046=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1047
1048speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1049changes.
1050
1051 (based on value that last_sp takes):
1052 0: 'furious' Makes all monsters aggressive
1053 1: 'angry' As above but pets are unaffected
1054 2: 'calm' Makes all monsters unaggressive
1055 3: 'sleep' Puts all monsters to sleep
1056 4: 'charm' Makes monster into a pet of person
1057 who triggers the square. This setting
1058 is not enabled for continous operation
1059 5: 'destroy mons' destroy any monsters on this space
1060 6: 'destroy pets' destroy friendly monsters on this space
1061
976=head3 FLESH - type 72 - Organs and body parts 1062=head3 B<FLESH> - type 72 - Organs and body parts
977 1063
978See FOOD description. 1064See B<FOOD> description.
979 1065
980=head3 MISC_OBJECT - type 79 - Misc. objects 1066=head3 B<MISC_OBJECT> - type 79 - Misc. objects
981 1067
982A type for any object that has no special behaviour. 1068A type for any object that has no special behaviour.
983 1069
1070=head3 B<LAMP> - type 82 - A lamp
1071
1072This object represents a lamp, that can be carried and switched
1073on and off and has a certain amount of fuel in it.
1074
1075A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1076Each of them should point at the other one with it's I<other_arch> field.
1077
1078See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1079
1080If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1081with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1082
1083=over 4
1084
1085=item I<glow_radius> <number>
1086
1087The radius of the light that the lamp emits, see also I<glow_radius> in the
1088generic object flags description.
1089
1090=item I<speed> <number>
1091
1092If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1093lamp burns it's fuel (I<food>).
1094
1095Setting FLAG_CHANGING makes only sense on the archetype which represents
1096the 'on' state of the lamp.
1097
1098See also the description of FLAG_CHANGING.
1099
1100Lamps which have no FLAG_CHANGING set would also make sense and represent
1101lamps that never burn up.
1102
1103=item I<other_arch> <number>
1104
1105This is the field that points to the 'other' archetype which represents the
1106opposite state of the lamp. The newly from I<other_arch> derived object will
1107replace the current object and will get the value of I<food> of the replaced object.
1108
1109Rationale:
1110
1111When the lamp (on) is applied a new object is derived from the archetype
1112in I<other_arch> and the I<food> value is copied to it ('the fuel is
1113transferred'). The new lamp (off) object has to have a I<other_arch> field
1114which points to the archetype from which a lamp (on) can be derived.
1115
1116=item I<food> <number>
1117
1118This fields stands for the fuel of the lamp.
1119
1120=back
1121
984=head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators 1122=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
985 1123
986This type of objects multiplies objects that are above it when it is activated. 1124This type of objects multiplies objects that are above it when it is activated.
987You can even multiply by 0, which will destroy the object. 1125You can even multiply by 0, which will destroy the object.
988 1126
989=over 4 1127=over 4
990 1128
991=item level <number> 1129=item I<level> <number>
992 1130
993The multiplicator, if set to 0 or lower it will destroy the objects above it. 1131The multiplicator, if set to 0 or lower it will destroy the objects above it.
994 1132
995=item other_arch <string> 1133=item I<other_arch> <string>
996 1134
997The archetype name of the objects which will be multiplied. 1135The archetype name of the objects that should be multiplied.
998 1136
999=item connected <number> 1137=item I<connected> <number>
1000 1138
1001See generic object attribute section. 1139See generic object field description.
1002 1140
1003=back 1141=back
1004 1142
1005=head3 HOLE - type 94 - Holes 1143=head3 B<HOLE> - type 94 - Holes
1006 1144
1007Holes are holes in the ground where objects can fall through. When the hole 1145B<HOLE>s are holes in the ground where objects can fall through. When the hole
1008opens and/or is completly open all objects above it fall through (more 1146opens and/or is completly open all objects above it fall through (more
1009precisely: if their head is above the hole). 1147precisely: if their head is above the hole).
1010 1148
1011When the HOLE is activated it's speed is set to 0.5. 1149When the B<HOLE> is activated it's speed is set to 0.5.
1012 1150
1013Trapdoors can only transfer the one who falls through to other coordinates 1151These holes can only transfer the one who falls through to other coordinates
1014on the B<same> map. 1152on the same map.
1015 1153
1016=over 4 1154=over 4
1017 1155
1018=item maxsp (0|1) 1156=item I<maxsp> (0|1)
1019 1157
1020This field negates the state of the connection: When maxsp is 1 the pit will 1158This field negates the state of the connection: When maxsp is 1 the pit will
1021open/close when the connection is deactivated. Otherwise it will open/close 1159open/close when the connection is deactivated. Otherwise it will open/close
1022when the connection is activated. This field only has effect when the 1160when the connection is activated. This field only has effect when the
1023connection is triggered. So if you put a closed hole on a map, and the 1161connection is triggered. So if you put a closed hole on a map, and the
1024connection is deactivated, and maxsp is 1 the hole will remain closed until the 1162connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1025connection was triggered once. 1163connection was triggered once.
1026 1164
1027=item connected <connection id> 1165=item I<connected> <connection id>
1028 1166
1029This is the connection id, which lets the hole opening or closing when 1167This is the connection id, which lets the hole opening or closing when
1030activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1168activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1031at which connection state the object is activated. 1169at which connection state the object is activated.
1032 1170
1033For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1171For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1034the connection is released. 1172the connection is released.
1035 1173
1036=item wc <number> (internal) 1174=item I<wc> <number> (internal)
1037 1175
1038This is an internal flag. If it is greater than 0 it means that the hole is not 1176This is an internal field. If it is greater than 0 it means that the hole is not
1039yet fully open. More preciesly: this field is the animation-step and if it is 1177yet fully open. More preciesly: this field is the animation-step and if it is
1040set to the 'closed' step of the animation the hole is closed and if it is on 1178set to the 'closed' step of the animation the hole is closed and if it is on
1041the 'open' animation step (wc = 0), the hole is open. 1179the 'open' animation step (I<wc> = 0), the hole is open.
1042 1180
1043=item sp <number> 1181=item I<sp> <number>
1044 1182
1045The destination y coordinates on the same map. 1183The destination y coordinates on the same map.
1046 1184
1047=item hp <number> 1185=item I<hp> <number>
1048 1186
1049The destination x coordinates on the same map. 1187The destination x coordinates on the same map.
1050 1188
1051=back 1189=back
1052 1190
1053=head3 POISONING - type 105 - The poisoning of players and monsters 1191=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1054 1192
1055This type is doing the actual damage to the ones who were attacked 1193This type is doing the actual damage to the ones who were attacked
1056via AT_POISON (or drank POISON). 1194via AT_POISON (or drank B<POISON>).
1057 1195
1058The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1196The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1059there for details). 1197there for details).
1060 1198
1061=over 4 1199=over 4
1062 1200
1063=item dam <number> 1201=item I<dam> <number>
1064 1202
1065Each time the poisoning is processed (which is determined by the speed and speed_left 1203Each time the poisoning is proccessed (which is determined by the I<speed> and
1066fields, see the general object attributes above) it hits the player with 1204I<speed_left> fields, see the general object fields description above) it hits
1067<number> damage and the AT_INTERNAL attacktype (means: it will simply 1205the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1068hit the player with no strings attached). 1206simply hit the player with no strings attached).
1069 1207
1070=item food <number> 1208=item I<food> <number>
1071 1209
1072Just a note: The posion is removed when food == 1 and not when 1210Just a note: The posioning is removed if I<food> == 1 and not if
1073the whole duration is up, because the POISONING code has to remove 1211the whole I<duration> is up, because the B<POISONING> code has to remove
1074the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1212the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1075deletes the POISONING object. 1213deletes the B<POISONING> object.
1076 1214
1077=back 1215=back
1078 1216
1079=head3 FORCE - type 114 - Forces 1217=head3 B<FORCE> - type 114 - Forces
1080 1218
1081Forces are a very 'thin' type. They don't have much behaviour other than 1219Forces are a very 'thin' type. They don't have much behaviour other than
1082disappearing after a time and/or affecting the player if they are in his 1220disappearing after a time and/or affecting the player if they are in his
1083inventory. 1221inventory.
1084 1222
1085Forces only take effect on the player if they have set FLAG_APPLIED. 1223Forces only take effect on the player if they have FLAG_APPLIED set.
1086 1224
1087Whether the duration field is processed or not a tick is controlled via the 1225Whether the I<duration> field is processed or not per tick is controlled by the
1088speed and speed_left field. Look above at the generic description of these 1226I<speed> and I<speed_left> fields. Look above in the generic object field description.
1089fields.
1090 1227
1091NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1228NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1092like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1229interpreter like described in the description of the FLAG_IS_USED_UP flag.
10930 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1230BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1094If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1231will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1095Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1232removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1233have good semantics on forces, try to avoid it.
1096 1234
1097=over 4 1235=over 4
1098 1236
1099=item duration 1237=item I<duration>
1100 1238
1101While this field is greater than 0 the force/object is not destroyed. It is 1239While this field is greater than 0 the force/object is not destroyed. It is
1102decreased each tick by 1. 1240decreased each tick by 1.
1103 1241
1104If it reaches 0 the force/object is destroyed. 1242If it reaches 0 the force/object is destroyed.
1107FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1245FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1108what happens then. 1246what happens then.
1109 1247
1110=back 1248=back
1111 1249
1112=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1250=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1113 1251
1114This object is generated by the POTION code when the potion is a resistance 1252This object is generated by the B<POTION> code when the potion is a resistance
1115giving potion. It has mainly the same behaviour as a FORCE. 1253giving potion. It has mainly the same behaviour as a B<FORCE>.
1116 1254
1117The specialty of the potion effect is that the resistancy it gives is absolute, 1255The specialty of the potion effect is that the resistancy it gives is absolute,
1118so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1256so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1119fire. 1257fire.
1120 1258
1121Multiple potion effects only give you the maximum of their resistancy. 1259Multiple potion effects only give you the maximum of their resistancy.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines