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Revision 1.9 by elmex, Tue Dec 19 23:41:56 2006 UTC vs.
Revision 1.17 by elmex, Wed Dec 20 22:54:59 2006 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
79=item speed <number> 113=item I<speed> <number>
80 114
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 116on the active object list and will be processed each tick (see also speed_left!).
83 117
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 118If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 119from the active object list and it won't experience any processing per tick.
86 120
87=item speed_left <number> 121=item I<speed_left> <number>
88 122
89If this field is greater than 0 and the object is on the 123If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 124active list (mostly means it's speed is also greater than 0):
91 125
92 - speed_left is decreased by 1 126 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 127 - and this object is processed and experiences a server tick.
94 128
95If the object is on the active list and speed_left is lower or 129If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 130equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 131on the end of the tick.
98 132
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 133This 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 134the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 135the more often the object is processed.
102 136
137=item I<connected> <number>
138
139When this field is set the object will be linked to a connection with the
140id <number>. What happens when the connection is 'activated' depends on the
141type of the object.
142
143FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
144when to activate the object, see description of these below for further details.
145
103=item no_drop (0|1) 146=item I<no_drop> (0|1)
104 147
105Sets the flag FLAG_NO_DROP. 148Sets the flag FLAG_NO_DROP.
106See Flags section below. 149See Flags section below.
107 150
108=item applied (0|1) 151=item I<applied> (0|1)
109 152
110Sets the flag FLAG_APPLIED. 153Sets the flag FLAG_APPLIED.
111See Flags section below. 154See Flags section below.
112 155
113=item is_used_up (0|1) 156=item I<is_used_up> (0|1)
114 157
115Sets the flag FLAG_IS_USED_UP. 158Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 159See Flags section below.
117 160
161=item I<changing> (0|1)
162
163Sets the flag FLAG_CHANGING.
164See Flags section below.
165
118=item auto_apply (0|1) 166=item I<auto_apply> (0|1)
119 167
120Sets the flag FLAG_AUTO_APPLY. 168Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 169See Flags section below.
122 170
123=item no_steal (0|1) 171=item I<no_steal> (0|1)
124 172
125Sets the flag FLAG_NO_STEAL. 173Sets the flag FLAG_NO_STEAL.
126See Flags section below. 174See Flags section below.
127 175
176=item I<reflecting> (0|1)
177
178Sets the flag FLAG_REFLECTING.
179See Flags section below.
180
181=item I<reflect_spell> (0|1)
182
183Sets the flag FLAG_REFL_SPELL.
184See Flags section below.
185
128=item no_skill_ident (0|1) 186=item I<no_skill_ident> (0|1)
129 187
130Sets the flag FLAG_NO_SKILL_IDENT. 188Sets the flag FLAG_NO_SKILL_IDENT.
131See Flags section below. 189See Flags section below.
132 190
133=item activate_on_push (0|1) (default: 1) 191=item I<activate_on_push> (0|1) (default: 1)
134 192
135Sets the flag FLAG_ACTIVATE_ON_PUSH. 193Sets the flag FLAG_ACTIVATE_ON_PUSH.
136See Flags section below. 194See Flags section below.
137 195
138=item activate_on_release (0|1) (default: 1) 196=item I<activate_on_release> (0|1) (default: 1)
139 197
140Sets the flag FLAG_ACTIVATE_ON_RELEASE. 198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
141See Flags section below. 199See Flags section below.
142 200
143=item editable (more than deprecated) 201=item I<editable> (more than deprecated)
144 202
145This field had a special meaning for crossedit, which used parts 203This field had a special meaning for crossedit, which used parts
146of the server code for editing. Wherever you see this attribute being 204of the server code for editing. Wherever you see this field being
147set in an archetype ignore it and/or remove it. No code interprets this 205set in an archetype ignore it and/or remove it. No code interprets this
148field anymore. 206field anymore.
149 207
150=back 208=back
151 209
163 221
164This flag mostly states whether this object has been 'applied' by the player. 222This flag mostly states whether this object has been 'applied' by the player.
165For objects that are applied by the code or have this flag set in the archetype 223For objects that are applied by the code or have this flag set in the archetype
166it mostly means 'this object is active'. 224it mostly means 'this object is active'.
167 225
168For example the player adjustments of the hp/sp/grace fields and inheritance 226For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
169of flags from objects in his inventory is toggled by this flag. 227of flags from objects in his inventory is toggled by this flag.
170 228
171=item FLAG_IS_USED_UP 229=item FLAG_IS_USED_UP
172 230
173This flag controls whether an object is 'used up'. If it is set the 'food' field 231This flag controls whether an object is 'used up'. If it is set I<food>
174of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 232is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
175it is removed.
176 233
177If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 234If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
178this object is removed or not, see the Force type below for the meaning 235this object is removed or not, see the B<FORCE> type below for the meaning
179of the duration field in this context. 236of the duration field in this context.
180 237
181If FLAG_APPLIED is not set the object is destroyed. 238If FLAG_APPLIED is not set the object is destroyed.
182 239
240=item FLAG_CHANGING
241
242If the I<state> field of the object is 0 the object will be processed periodically
243(if I<speed> is set). If the I<state> field is 1 it won't be processed.
244
245This flag indicates that the object is changing into a different object.
246The object has to have the I<other_arch> field set. The object the changing object
247changes into is derived from the archetype in I<other_arch>.
248
249When the object does not have FLAG_ALIVE set the I<food> field will be decremented
250each time the object is processed, and if I<food> reaches 0 one new object will be generated.
251
252When the object has FLAG_ALIVE set the I<food> field is the number of objects that
253will be generated.
254
255After the new object is created the I<hp> field from the old object is copied into
256the new one.
257
258When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
259to the new object.
260
183=item FLAG_IS_A_TEMPLATE (internal use) 261=item FLAG_IS_A_TEMPLATE (internal use)
184 262
185This flag is set on the inventory of generators like CREATORs and CONVERTERs, 263This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
186or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 264or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
187 265
188=item FLAG_AUTO_APPLY 266=item FLAG_AUTO_APPLY
189 267
190This flag has currently only meaning for the TREASURE type, see below. 268This flag has currently only meaning for the B<TREASURE> type, see below.
191 269
192=item FLAG_ACTIVATE_ON_PUSH 270=item FLAG_ACTIVATE_ON_PUSH
193 271
194This flag has only meaning for objects that can be linked together 272This flag has only meaning for objects that can be linked together
195with the 'connected' field and controls wether the object should 273by the I<connected> field and controls wether the object should
196be activated when the connection is 'pushed' or it is 'released'. 274be activated when the connection is 'pushed' or it is 'released'.
197 275
276What 'pushed' and 'released' means depends on the object that
277activates the connection.
278
198This flag is by default on. 279This flag is by default on.
199 280
200=item FLAG_ACTIVATE_ON_RELEASE 281=item FLAG_ACTIVATE_ON_RELEASE
201 282
202This flag has only meaning for objects that can be linked together 283This flag has only meaning for objects that can be linked together
203with the 'connected' field and controls wether the object should 284by the I<connected> field and controls wether the object should
204be activated when the connection is 'pushed' or it is 'released'. 285be activated when the connection is 'pushed' or it is 'released'.
286
287What 'pushed' and 'released' means depends on the object that
288activates the connection.
205 289
206This flag is by default on. 290This flag is by default on.
207 291
208=item FLAG_NO_STEAL 292=item FLAG_NO_STEAL
209 293
214(but in this context the flag is only used internally). 298(but in this context the flag is only used internally).
215 299
216=item FLAG_NO_SKILL_IDENT 300=item FLAG_NO_SKILL_IDENT
217 301
218This flag is mostly used internal and prevents unidentified objects 302This flag is mostly used internal and prevents unidentified objects
219(objects which don't have FLAG_IDENTIFIED set) being identified by 303(objects which don't have FLAG_IDENTIFIED set) being identified
220skills. 304multiple times by skills.
221 305
222This flag is used to mark objects to never being identified by a skill 306This flag is used to mark objects which were unsuccessfully identified by a
223once a player failed to identify an object. So that multiple tries 307players skill. So that multiple tries of identifying aren't more effective than
224of identifying aren't more effective than one. 308one.
225 309
226=back 310=item FLAG_REFLECTING
227 311
228=head2 Description of type specific attributes 312This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
313to indicate whether this object reflects off walls.
314
315=item FLAG_REFL_SPELL
316
317This flag indicates whether something reflects spells, like spell reflecting
318amuletts.
319
320=back
321
322=head2 Description of type specific fields and behaviour
229 323
230The beginning of the headers of the following subsection 324The beginning of the headers of the following subsection
231are the server internal names for the objects types, see include/define.h. 325are the server internal names for the objects types, see include/define.h.
232 326
233=head3 TRANSPORT - type 2 - Player transports 327=head3 B<TRANSPORT> - type 2 - Player transports
234 328
235This type is implemented by the transport extension and has currently no special 329This type is implemented by the transport extension and has currently no special
236attributes that affect it. 330fields that affect it.
237 331
238=head3 ROD - type 3 - Rods that fire spells 332=head3 B<ROD> - type 3 - Rods that fire spells
239 333
240Rods contain spells and can be fired by a player. 334Rods contain spells and can be fired by a player.
241 335
242=over 4 336=over 4
243 337
244=item level <number> 338=item I<level> <number>
245 339
246This attribute is used for calculating the spell level that can be fired 340This field is used for calculating the spell level that can be fired
247with this rod, it's also the maximum level of the spell that can be fired. 341with this rod, it's also the maximum level of the spell that can be fired.
248The level of the spell that is being fired depends mostly on 342The level of the spell that is being fired depends mostly on
249the 'use magic item' skill level of the player and 1/10 of the level of the 343the 'use magic item' skill level of the player and 1/10 of the level of the
250rod is added as bonus. 344rod is added as bonus.
251 345
252=item hp <number> 346=item I<hp> <number>
253 347
254The amount of spellpoints this rod has left. 348The amount of spellpoints this rod has left.
255 349
256=item maxhp <number> 350=item I<maxhp> <number>
257 351
258The maximum amount of spellpoints this rod has. 352The maximum amount of spellpoints this rod has.
259 353
260=item skill <skill name> 354=item I<skill> <skill name>
261 355
262This field determines which skill you need to apply this object. 356This field determines which skill you need to apply this object.
263 357
264=back 358=back
265 359
266=head3 TREASURE - type 4 - Treasures 360=head3 B<TREASURE> - type 4 - Treasures
267 361
268This type of objects are for random treasure generation in maps. 362This type of objects are for random treasure generation in maps.
269If this object is applied by a player it will replace itself with it's 363If this object is applied by a player it will replace itself with it's
270inventory. If it is automatically applied 364inventory. If it is automatically applied
271generate a treasure and replace itself with the generated treasure. 365generate a treasure and replace itself with the generated treasure.
273Chests are also of this type, their treasures are generated by 367Chests are also of this type, their treasures are generated by
274the auto apply code on map instantiation. 368the auto apply code on map instantiation.
275 369
276=over 4 370=over 4
277 371
278=item hp <number> 372=item I<hp> <number>
279 373
280The number of treasures to generate. 374The number of treasures to generate.
281 375
282=item exp <level> 376=item I<exp> <level>
283 377
284If FLAG_AUTO_APPLY is not set the exp field has no further meaning 378If FLAG_AUTO_APPLY is not set the exp field has no further meaning
285and the difficulty for the treasurecode only depends on the maps difficulty, 379and the difficulty for the treasurecode only depends on the maps difficulty,
286otherwise the exp field has the following meaning: 380otherwise the exp field has the following meaning:
287 381
290worth a treasure is or what bonuses it is given by the treasure code. 384worth a treasure is or what bonuses it is given by the treasure code.
291 385
292If this field is not set or 0 the difficulty of the map is passed to the treasure 386If this field is not set or 0 the difficulty of the map is passed to the treasure
293generation code. 387generation code.
294 388
295=item randomitems <treasurelist> 389=item I<randomitems> <treasurelist>
296 390
297The treasurelist to use to generate the treasure which is put in the 391The treasurelist to use to generate the treasure which is put in the
298treasure objects inventory. 392treasure objects inventory.
299 393
300=back 394=back
301 395
302=head3 POTION - type 5 - Potions for drinking and other nastynesses 396=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
303 397
304These objects contain a spell and will emit it on apply, which most 398These objects contain a spell and will emit it on apply, which most
305of the time has the meaning of 'drinking'. 399of the time has the meaning of 'drinking'.
306 400
307If no resistancy field, stat field or attacktype is set and no spell 401If no resistancy field, stat field or attacktype is set and no spell
312If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 406If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
313will yield an explosion and hurt the player. 407will yield an explosion and hurt the player.
314 408
315=over 4 409=over 4
316 410
317=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 411=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
318 412
319These stat fields determine how many stat points the player gets 413These stat fields determine how many stat points the player gets
320when he applies this potion. 414when he applies this potion.
321 415
322If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 416If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
323 417
324=item sp <number> 418=item I<sp> <number>
325 419
326If this field is set and the randomitems field is not set 420If this field is set and the randomitems field is not set
327the field is interpreted as spell number, please look the right 421the field is interpreted as spell number, please look the right
328number up in common/loader.C. 422number up in common/loader.C.
329 423
330If this field is set the randomitems field will be unset by the 424If this field is set the randomitems field will be unset by the
331map loading code. 425map loading code.
332 426
333=item attacktype <attacktype> 427=item I<attacktype> <attacktype>
334 428
335This field has some special meaning in potions, currently the 429This field has some special meaning in potions, currently the
336bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 430bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
337restoration potion or improvement potion. 431restoration potion or improvement potion.
338See include/attackinc.h for the bits of these types. 432See include/attackinc.h for the bits of these types.
343into him. 437into him.
344 438
345If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 439If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
346When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 440When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
347 441
348=item resist_<resistancy> <number> 442=item I<resist_RESISTANCY> <number>
349 443
350If this stat is set and no spell is in the potion the potion 444If this stat is set and no spell is in the potion the potion
351will create a force that give the player this specific resistancy. 445will create a force that give the player this specific resistancy.
352The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 446The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
353and the potion will last 10 times longer than the default force archetype 447and the potion will last 10 times longer than the default force archetype
354FORCE_NAME (at the moment of this writing spell/force.arc). 448FORCE_NAME (at the moment of this writing spell/force.arc).
355 449
356=item randomitems <treasurelist> 450=item I<randomitems> <treasurelist>
357 451
358The inventory/spell of the potion will be created by calling the treasure code 452The inventory/spell of the potion will be created by calling the treasure code
359with the treasurelist specified here. (I guess it's highly undefined what 453with the treasurelist specified here. (I guess it's highly undefined what
360happens if there is not a spell in the potions inventory). 454happens if there is not a spell in the potions inventory).
361 455
362=item on_use_yield <archetype> 456=item I<on_use_yield> <archetype>
363 457
364When this object is applied an instance of <archetype> will be created. 458When this object is applied an instance of <archetype> will be created.
365 459
366=item subtypes <potion subtype> 460=item I<subtypes> <potion subtype>
367 461
368see include/spells.h for possible potion subtypes, there are currently 4: 462see include/spells.h for possible potion subtypes, there are currently 4:
369 463
370=over 4 464=over 4
371 465
374Unused, default behaiour of a potion. 468Unused, default behaiour of a potion.
375 469
376=item POT_DUST 470=item POT_DUST
377 471
378This potion can be thrown to cast the spell that it has in it's inventory, 472This potion can be thrown to cast the spell that it has in it's inventory,
379the behaviour is not defined if there is not a spell in the inventory and the 473the behaviour is not defined if there is not a B<SPELL> in the inventory and the
380server will log an error. 474server will log an error.
381 475
382=item POT_FIGURINE 476=item POT_FIGURINE
383 477
384Unused, default behaiour of a potion. 478Unused, default behaiour of a potion.
389 483
390=back 484=back
391 485
392=back 486=back
393 487
394=head3 FOOD - type 6 - Eatable stuff 488=head3 B<FOOD> - type 6 - Eatable stuff
395 489
396This is for objects that are representing general eatables like 490This is for objects that are representing general eatables like
397beef or bread. 491beef or bread.
398 492
399The main difference between FOOD, FLESH and DRINK is that they 493The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
400give different messages. 494give different messages.
401 495
402The specialty of FLESH is that it inherits the resistancies of the 496The specialty of B<FLESH> is that it inherits the resistancies of the
403monsters it was generated in and will let dragons raise their resistancies 497monsters it was generated in and will let dragons raise their resistancies
404with that. If the monster has the POISON attacktype the FLESH 498with that. If the monster has the B<POISON> attacktype the B<FLESH>
405will change into POISON. 499will change into B<POISON>.
406 500
407If a player runs low on food he will grab for FOOD, DRINK and POISON 501If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
408and if he doesn't find any of that he will start eating FLESH. 502and if he doesn't find any of that he will start eating B<FLESH>.
409 503
410=over 4 504=over 4
411 505
412=item title <string> 506=item I<title> <string>
413 507
414If the food has a title or is cursed it is considered 'special', which means that the 508If the food has B<title> set or is cursed it is considered 'special', which
415fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 509means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
416are interpreted and have further effects on the player. 510I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
511on the player.
417 512
418The higher the food field is the longer the improvement of the player lasts 513The higher the I<food> field is the longer the improvement of the player lasts
419(except for hp and sp). 514(except for I<hp> and I<sp>).
420 515
421=item food <number> 516=item I<food> <number>
422 517
423This is the amount of food points the player gets when he eats this. 518This is the amount of food points the player gets when he eats this.
424 519
425=item on_use_yield <archetype> 520=item I<on_use_yield> <archetype>
426 521
427When this object is applied an instance of <archetype> will be created. 522When this object is applied an instance of <archetype> will be created.
428 523
429=back 524=back
430 525
431=head3 POISON - type 7 - Poisonous stuff 526=head3 B<POISON> - type 7 - Poisonous stuff
432 527
433This type is for objects that can poison the player when drinking. 528This type is for objects that can poison the player when he drinks/applies it.
434When applied it will hit the attacked with AT_POISON and will create 529When applied it will hit the attacked with AT_POISON and will create
435a POISONING object in the one who was hit. 530a B<POISONING> object in the one who was hit.
436 531
437=over 4 532=over 4
438 533
439=item level <number> 534=item I<level> <number>
440 535
441This field affects the propability of poisoning. The higher the level difference 536This field affects the propability of poisoning. The higher the level difference
442between the one who is hit and the poision the mose propable it is the attacked 537between the one who is hit and the poision the more propable it is the attacked
443one will be poisoned. 538one will be poisoned.
444 539
445=item slaying <race> 540=item I<slaying> <race>
446 541
447On poison this field has the usual meaning of 'slaying', when the 542This field has the usual meaning of 'slaying', when the
448ones race matches the slaying field the damage done by the poison 543poisoned's race matches the I<slaying> field the damage done by the poison
449is multiplied by 3. 544is multiplied by 3.
450 545
451=item hp <number> 546=item I<hp> <number>
452 547
453This is the amount of damage the player will receive from applying this. The 548This is the amount of damage the player will receive from applying this. The
454attacktype AT_POISON will be used to hit the player and the damage will 549attacktype AT_POISON will be used to hit the player and the damage will
455determine the strenght, duration and depletion of stats of the poisoning. The 550determine the strenght, duration and depletion of stats of the poisoning. The
456created POISONING object which is being placed in the one who was attacked will 551created B<POISONING> object which is being placed in the one who was attacked will
457get the damage from this field (which is maybe adjusted by slaying or the 552get the damage from this field (which is maybe adjusted by slaying or the
458resistancies). 553resistancies).
459 554
460=item food <number> 555=item I<food> <number>
461 556
4621/4 of <number> will be drained from the players food. 5571/4 of <number> will be drained from the players I<food>.
463 558
464=item on_use_yield <archetype> 559=item I<on_use_yield> <archetype>
465 560
466When this object is applied an instance of <archetype> will be created. 561When this object is applied an instance of <archetype> will be created.
467 562
468=back 563=back
469 564
470=head3 BOOK - type 8 - Readable books 565=head3 B<BOOK> - type 8 - Readable books
471 566
472This type is basically for representing text books in the game. 567This type is basically for representing text books in the game.
473 568
474Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 569Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
475 570
476=over 4 571=over 4
477 572
478=item msg <text> 573=item I<msg> <text>
479 574
480This is the contents of the book. When this field is unset 575This is the contents of the book. When this field is unset
481at treasure generation a random text will be inserted. 576at treasure generation a random text will be inserted.
482 577
483=item skill <skill name> 578=item I<skill> <skill name>
484 579
485The skill required to read this book. (The most resonable 580The skill required to read this book. (The most resonable
486skill would be literacy). 581skill would be literacy).
487 582
488=item exp <number> 583=item I<exp> <number>
489 584
490The experience points the player get for reading this book. 585The experience points the player get for reading this book.
491 586
492=item subtype <readable subtype> 587=item I<subtype> <readable subtype>
493 588
494This field determines the type of the readable. 589This field determines the type of the readable.
495Please see common/readable.C in the readable_message_types table. 590Please see common/readable.C in the readable_message_types table.
496 591
497=back 592=back
498 593
594=head3 B<CLOCK> - type 9 - Clocks
595
596This type of objects just display the time when being applied.
597
598=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
599
600This is a spell effect of a moving bolt. It moves straigt forward
601through the map until something blocks it.
602If FLAG_REFLECTING is set it even reflects on walls.
603
604FLAG_IS_TURNABLE should be set on these objects.
605
606=over 4
607
608=item I<move_type> <movetype>
609
610This field affects the move type with which the lightning moves through
611the map and which map cells will reflect or block it.
612
613=item I<attacktype> <attacktype>
614
615The attacktype with which it hits the objects on the map.
616
617=item I<dam> <number>
618
619The damage this bolt inflicts when it hits objects on the map.
620
621=item I<Dex> <number>
622
623This is the fork percentage, it is reduced by 10 per fork.
624And the I<dam> field is halved on each fork.
625
626=item I<Con> (internal)
627
628This value is a percentage of which the forking lightning
629is deflected to the left. This value should be mostly used internally.
630
631=item I<duration> <number>
632
633The duration the bolt stays on a map cell. This field is decreased each time
634the object is processed (see the meaning of I<speed> and I<speed_left> fields in
635the generic object field description).
636
637=item I<range> <number>
638
639This is the range of the bolt, each space it advances this field is decreased.
640
641=back
642
643=head3 B<ARROW> - type 13 - Arrows
644
645This is the type for objects that represent projectiles like arrows.
646The movement of B<THROWN_OBJ>s behave similar to this type.
647
648Flying arrows are stopped either when they hit something blocking
649(I<move_block>) or something which is alive.
650If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
651set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
652damage with a small chance which is affected by the I<level> field of the arrow.
653
654If FLAG_REFLECTING is set on the arrow it will bounce off everything
655that is not alive and blocks it's movement.
656
657When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
658fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
659the object, to restore them once the arrow has been stopped.
660
661=over 4
662
663=item I<dam> <number>
664
665The amount of damage that is being done to the victim that gets hit.
666This field is recomputed when the arrow is fired and will consist
667of the sum of a damage bonus (see description of the B<BOW> type),
668the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
669and the arrows I<magic> field.
670
671=item I<wc> <number>
672
673The weapon class of the arrow, which has effect on the propability of hitting.
674
675It is recomputed when the arrow is being fired by this formula:
676
677 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
678 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
679
680When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
681level is not added.
682
683wc_mod is dependend on the fire mode of the bow. For a more detailed
684explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
685
686=item I<magic> <number>
687
688This field is added to the damage of the arrow when it is shot and
689will also improve it's I<speed> by 1/5 of it's value.
690
691=item I<attacktype> <attacktype>
692
693Bitfield which decides the attacktype of the damage, see include/attackinc.h
694On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
695
696=item I<level> <number> (interally used)
697
698The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
699see above in the B<ARROW> description.
700
701The I<level> is set when the arrow is fired to either the skill level or the
702shooters level.
703
704=item I<speed> <number> (internal)
705
706This field shouldn't be set directly in the archetype, the arrow will get it's
707I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
708arrow will be stopped immediatly.
709
710On fireing the I<speed> of the arrow is computed of 1/5 of the
711sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
712of the bows I<dam> field is added to the I<speed> of the arrow.
713
714The minimum I<speed> of an arrow is 1.0.
715
716While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
717
718If the I<speed> is above 10.0 it goes straight through the creature it hits and
719it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
720stopped and either sticked into the victim (see I<weight> field description) or
721put on it's map square (if it didn't break, see description of the I<food> field).
722
723=item I<weight> <number>
724
725This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
726the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
727
728=item I<food> <number>
729
730The breaking percentage. 100 (%) means: breaks on usage for sure.
731
732=item I<inventory> (internal)
733
734If the flying/moving object has something in it's inventory and it stops, it
735will be replaced with it's inventory. Otherwise it will be handled as usual,
736which means: it will be calculated whether the arrow breaks and it will be
737reset for reuse.
738
739=item I<slaying> <string>
740
741When the bow that fires this arrow has it's I<slaying> field set it is copied
742to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
743
744=item I<move_type> <movetype> (internally used)
745
746This field is set when the arrow is shot to MOVE_FLY_LOW.
747
748=item I<move_on> <movetype> (internally used)
749
750This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
751
752=item I<race> <string>
753
754The I<race> field is a unique key that assigns arrows, bows and quivers. When
755shooting an arrow the bows I<race> is used to search for arrows (which have the
756same I<race> as the bow) in the players inventory and will recursively search in
757the containers (which are applied and have the same I<race> as the bow and the arrow).
758
759=back
760
761=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
762
763TODO, but take into account B<ARROW> description above!
764
499=head3 WEAPON - type 15 - Weapons 765=head3 B<WEAPON> - type 15 - Weapons
500 766
501This type is for general hack and slash weapons like swords, maces 767This type is for general hack and slash weapons like swords, maces
502and daggers and and .... 768and daggers and and ....
503 769
504=over 4 770=over 4
505 771
506=item weapontype <type id> 772=item I<weapontype> <type id>
507 773
508decides what attackmessages are generated, see include/define.h 774decides what attackmessages are generated, see include/define.h
509 775
510=item attacktype <bitmask> 776=item I<attacktype> <bitmask>
511 777
512bitfield which decides the attacktype of the damage, see include/attackinc.h 778bitfield which decides the attacktype of the damage, see include/attackinc.h
513 779
514=item dam <number> 780=item I<dam> <number>
515 781
516amount of damage being done with the attacktype 782amount of damage being done with the attacktype
517 783
518=item item_power <level> 784=item I<item_power> <level>
519 785
520the itempower of this weapon. 786the itempower of this weapon.
521 787
522=item name 788=item I<name>
523 789
524the name of the weapon. 790the name of the weapon.
525 791
526=item level (internal) 792=item I<level> (internal)
527 793
528The improvement state of the weapon. 794The improvement state of the weapon.
529If this field is greater than 0 the 'name' field starts with the 795If this field is greater than 0 the I<name> field starts with the
530characters name who improved this weapon. 796characters name who improved this weapon.
531 797
532=item last_eat (internal) 798=item I<last_eat> (internal)
533 799
534seems to be the amount of improvements of a weapon, 800This seems to be the amount of improvements of a weapon,
535the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 801the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
536 802
537 ((who->level / 5) + 5) >= op->last_eat 803 ((who->level / 5) + 5) >= op->last_eat
538 804
539=item last_sp 805=item I<last_sp>
540 806
541the weapon speed (see magic description) 807the weapon speed (see magic description)
542 808
543=item food <number> 809=item I<food> <number>
544 810
545addition to food regeneration of the player 811addition to food regeneration of the player
546 812
547=item hp <number> 813=item I<hp> <number>
548 814
549addition to health regeneration 815addition to health regeneration
550 816
551=item sp <number> 817=item I<sp> <number>
552 818
553addition to mana regeneration 819addition to mana regeneration
554 820
555=item grace <number> 821=item I<grace> <number>
556 822
557addititon to grace regeneration 823addititon to grace regeneration
558 824
559=item gen_sp_armour <number> 825=item I<gen_sp_armour> <number>
560 826
561the players gen_sp_armour field (which is per default 10) is added the <number> amount. 827the players I<gen_sp_armour> field (which is per default 10) is being added the
562gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 828<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
563is multiplied: gen_sp *= 10/<number> 829do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
564meaning: values > 10 of gen_sp_armour limits the amout of regenerated 830I<gen_sp_armour> limits the amout of regenerated spellpoints.
565spellpoints.
566 831
567generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 832Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
568sp regeneration. 833I<sp> regeneration.
569 834
570=item body_<body slot/part> 835=item I<body_BODYSLOT>
571 836
572the part of the body you need to use this weapon, possible values should be 837The part of the body you need to use this weapon, possible values should be
573looked up in common/item.C at body_locations. 838looked up in common/item.C at body_locations.
574 839
575=item resist_<resistnacy> <number> 840=item I<resist_RESISTNACY> <number>
576 841
577this is the factor with which the difference of the players resistancy and 100% 842this is the factor with which the difference of the players resistancy and 100%
578is multiplied, something like this: 843is multiplied, something like this:
579 844
580 additional_resistancy = (100 - current_resistanct) * (<number>/100) 845 additional_resistancy = (100 - current_resistanct) * (<number>/100)
584 849
585 'total resistance = total protections - total vulnerabilities' 850 'total resistance = total protections - total vulnerabilities'
586 851
587see also common/living.C:fix_player 852see also common/living.C:fix_player
588 853
589=item patch_(attuned|repelled|denied) 854=item I<path_(attuned|repelled|denied)>
590 855
591this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 856this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
592for the pathes. 857for the pathes.
593 858
594=item luck <number> 859=item I<luck> <number>
595 860
596this luck is added to the players luck 861this luck is added to the players I<luck>
597 862
598=item move_type 863=item I<move_type>
599 864
600if the weapon has a move_type set the player inherits it's move_type 865if the weapon has a I<move_type> set the player inherits it's I<move_type>
601 866
602=item exp <number> 867=item I<exp> <number>
603 868
604the added_speed and bonus_speed of the player is raised by <number>/3. 869the added_speed and bonus_speed of the player is raised by <number>/3.
605if <number> < 0 then the added_speed is decreased by <number> 870if <number> < 0 then the added_speed is decreased by <number>
606 871
607=item weight 872=item I<weight>
608 873
609the weight of the weapon 874the weight of the weapon
610 875
611=item magic 876=item I<magic>
612 877
613the magic field affects the amounts of the following fields: 878the I<magic> field affects the amounts of the following fields:
614 879
615 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 880 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
616 881
617 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 882 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
618 883
619 - dam: the players dam is adjusted by: player->dam += (dam + magic) 884 - dam: the players dam is adjusted by: player->dam += (dam + magic)
620 885
621 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 886 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
622 (minium is 0) 887 (minium is 0)
623 888
624=item ac <number> 889=item I<ac> <number>
625 890
626the amount of ac points the player's ac is decreased 891the amount of ac points the player's I<ac> is decreased when applying this object.
627 892
628=item wc <number> 893=item I<wc> <number>
629 894
630the amount of wc points the player's wc is decreased 895the amount of wc points the player's I<wc> is decreased when applying this object.
631 896
632=back 897=back
633 898
634=head4 Player inherits following flags from weapons: 899=head4 Player inherits following flags from weapons:
635 900
640 FLAG_XRAYS 905 FLAG_XRAYS
641 FLAG_BLIND 906 FLAG_BLIND
642 FLAG_SEE_IN_DARK 907 FLAG_SEE_IN_DARK
643 FLAG_UNDEAD 908 FLAG_UNDEAD
644 909
910=head3 B<GRIMREAPER> - type 28 - Grimreapers
911
912These type are mostly used for monsters, they give the
913monster the ability to dissapear after 10 hits with AT_DRAIN.
914
915=over 4
916
917=item I<value> <number>
918
919This field stores the hits the monster did yet.
920
921=back
922
923=head3 B<CREATOR> - type 42 - Object creators
924
925Once a creator is activated by a connection it creates a number of objects
926(cloned from it's inventory or a new object derived from the archetype
927named in the other_arch slot).
928
929If FLAG_LIVESAFE is set the number of uses is unlimited.
930
931=over 4
932
933=item I<hp> <number>
934
935If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
936be used.
937
938=item I<speed> <number>
939
940If I<speed> is set the creator will create an object periodically,
941see I<speed> and I<speed_left> fields in the general object field description
942for more details.
943
944=item I<slaying> <string>
945
946If set the generated object's name and title will be set to this.
947
948=item I<other_arch> <string>
949
950If the inventory of the creator is empty new objects will be derived from the
951archetype named by <string>.
952
953=item I<connected> <number>
954
955See generic object field description.
956
957=back
958
645=head3 DRINK - type 54 - Drinkable stuff 959=head3 B<DRINK> - type 54 - Drinkable stuff
646 960
647See FOOD description. 961See B<FOOD> description.
648 962
649=head3 CHECK_INV - type 64 - Inventory checkers 963=head3 B<CHECK_INV> - type 64 - Inventory checkers
650 964
651This object checks whether the player has a specific item in his 965This object checks whether the player has a specific item in his
652inventory when he moves above the inventory checker. If the player has 966inventory when he moves above the inventory checker. If the player has
653the item (or not, which can be controlled with a flag) a connection will be triggered. 967the item (or not, which can be controlled with a flag) a connection will be triggered.
654 968
655If you set move_block you can deny players and monsters to reach the space where 969If you set I<move_block> you can deny players and monsters to reach the space where
656the inventory checker is on, see 'move_block' description below. 970the inventory checker is on, see I<move_block> description below.
657 971
658The conditions specified by hp, slaying and race are concationated with OR. 972The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
659So matching one of those conditions is enough. 973So matching one of those conditions is enough.
660 974
661=over 4 975=over 4
662 976
663=item move_block <move type bitmask> 977=item I<move_block> <move type bitmask>
664 978
665If you set this field to block a movetype the move code will block any moves 979If you set this field to block a movetype the move code will block any moves
666onto the space with the inventory checker, IF the moving object doesn't have 980onto the space with the inventory checker, IF the moving object doesn't have
667(or has - if last_sp = 0) the item that the checker is searching for. 981(or has - if I<last_sp> = 0) the item that the checker is searching for.
668 982
669=item last_sp (0|1) 983=item I<last_sp> (0|1)
670 984
671If last_sp is 1 'having' the item that is being checked for will 985If I<last_sp> is 1 'having' the item that is being checked for will
672activate the connection or make the space with the checker non-blocking. 986activate the connection or make the space with the checker non-blocking.
673If last_sp is 0 'not having' the item will activate the connection 987If I<last_sp> is 0 'not having' the item will activate the connection
674or make the space with the checker non-blocking. 988or make the space with the checker non-blocking.
675 989
676=item last_heal (0|1) 990=item I<last_heal> (0|1)
677 991
678If last_heal is 1 the matching item will be removed if the inventory checker 992If I<last_heal> is 1 the matching item will be removed if the inventory checker
679activates a connection and finds the item in the inventory. 993activates a connection and finds the item in the inventory.
680 994
681(A inventory checker that blocks a space won't remove anything from inventories) 995(A inventory checker that blocks a space won't remove anything from inventories)
682 996
683=item hp <number> 997=item I<hp> <number>
684 998
685If this field is not 0 the inventory checker will search for an object 999If this field is not 0 the inventory checker will search for an object
686with the type id <number>. 1000with the type id <number>.
687 1001
688=item slaying <string> 1002=item I<slaying> <string>
689 1003
690If this field is set the inventory checker will search for an object that 1004If this field is set the inventory checker will search for an object that
691has the same string in the slaying field (for example a key string of a key). 1005has the same string in the I<slaying> field (for example a key string of a key).
692 1006
693=item race <string> 1007=item I<race> <string>
694 1008
695If this field is set the inventory checker will search for an object which 1009If this field is set the inventory checker will search for an object which
696has the archetype name that matches <string>. 1010has the archetype name that matches <string>.
697 1011
698=item connected <connection id> 1012=item I<connected> <connection id>
699 1013
700This is the connection that will be activated. 1014This is the connection that will be activated. The connection is
1015'pushed' when someone enters the space with the inventory checker,
1016and it is 'released' when he leaves it.
701 1017
702=back 1018See also the description of the I<connected> field in the generic object field
1019section.
703 1020
1021=back
1022
704=head3 FLESH - type 72 - Organs and body parts 1023=head3 B<FLESH> - type 72 - Organs and body parts
705 1024
706See FOOD description. 1025See B<FOOD> description.
707 1026
1027=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1028
1029A type for any object that has no special behaviour.
1030
1031=head3 B<LAMP> - type 82 - A lamp
1032
1033This object represents a lamp, that can be carried and switched
1034on and off and has a certain amount of fuel in it.
1035
1036A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1037Each of them should point at the other one with it's I<other_arch> field.
1038
1039See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1040
1041=over 4
1042
1043=item I<speed> <number>
1044
1045If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1046lamp burns it's fuel (I<food>).
1047
1048Setting FLAG_CHANGING makes only sense on the archetype which represents
1049the 'on' state of the lamp.
1050
1051See also the description of FLAG_CHANGING.
1052
1053Lamps which have no FLAG_CHANGING set would also make sense and represent
1054lamps that never burn up.
1055
1056=item I<other_arch> <number>
1057
1058This is the field that points to the 'other' archetype which represents the
1059opposite state of the lamp. The newly from I<other_arch> derived object will
1060replace the current object and will get the value of I<food> of the replaced object.
1061
1062Rationale:
1063
1064When the lamp (on) is applied a new object is derived from the archetype
1065in I<other_arch> and the I<food> value is copied to it ('the fuel is
1066transferred'). The new lamp (off) object has to have a I<other_arch> field
1067which points to the archetype from which a lamp (on) can be derived.
1068
1069=item I<food> <number>
1070
1071This fields stands for the fuel of the lamp.
1072
1073=back
1074
1075=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1076
1077This type of objects multiplies objects that are above it when it is activated.
1078You can even multiply by 0, which will destroy the object.
1079
1080=over 4
1081
1082=item I<level> <number>
1083
1084The multiplicator, if set to 0 or lower it will destroy the objects above it.
1085
1086=item I<other_arch> <string>
1087
1088The archetype name of the objects that should be multiplied.
1089
1090=item I<connected> <number>
1091
1092See generic object field description.
1093
1094=back
1095
708=head3 HOLE - type 94 - Holes 1096=head3 B<HOLE> - type 94 - Holes
709 1097
710Holes are holes in the ground where objects can fall through. When the hole 1098B<HOLE>s are holes in the ground where objects can fall through. When the hole
711opens and/or is completly open all objects above it fall through (more 1099opens and/or is completly open all objects above it fall through (more
712precisely: if their head is above the hole). 1100precisely: if their head is above the hole).
713 1101
1102When the B<HOLE> is activated it's speed is set to 0.5.
1103
714Trapdoors can only transfer the one who falls through to other coordinates 1104These holes can only transfer the one who falls through to other coordinates
715on the B<same> map. 1105on the same map.
716 1106
717=over 4 1107=over 4
718 1108
719=item maxsp (0|1) 1109=item I<maxsp> (0|1)
720 1110
721This field negates the state of the connection: When maxsp is 1 the pit will 1111This field negates the state of the connection: When maxsp is 1 the pit will
722open/close when the connection is deactivated. Otherwise it will open/close 1112open/close when the connection is deactivated. Otherwise it will open/close
723when the connection is activated. This field only has effect when the 1113when the connection is activated. This field only has effect when the
724connection is triggered. So if you put a closed hole on a map, and the 1114connection is triggered. So if you put a closed hole on a map, and the
725connection is deactivated, and maxsp is 1 the hole will remain closed until the 1115connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
726connection was triggered once. 1116connection was triggered once.
727 1117
728=item connected <connection id> 1118=item I<connected> <connection id>
729 1119
730This is the connection id, which lets the hole opening or closing when 1120This is the connection id, which lets the hole opening or closing when
731activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1121activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
732at which connection state the object is activated. 1122at which connection state the object is activated.
733 1123
734For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1124For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
735the connection is released. 1125the connection is released.
736 1126
737=item wc <number> (internal) 1127=item I<wc> <number> (internal)
738 1128
739This is an internal flag. If it is greater than 0 it means that the hole is not 1129This is an internal field. If it is greater than 0 it means that the hole is not
740yet fully open. More preciesly: this field is the animation-step and if it is 1130yet fully open. More preciesly: this field is the animation-step and if it is
741set to the 'closed' step of the animation the hole is closed and if it is on 1131set to the 'closed' step of the animation the hole is closed and if it is on
742the 'open' animation step (wc = 0), the hole is open. 1132the 'open' animation step (I<wc> = 0), the hole is open.
743 1133
744=item sp <number> 1134=item I<sp> <number>
745 1135
746The destination y coordinates on the same map. 1136The destination y coordinates on the same map.
747 1137
748=item hp <number> 1138=item I<hp> <number>
749 1139
750The destination x coordinates on the same map. 1140The destination x coordinates on the same map.
751 1141
752=back 1142=back
753 1143
754=head3 POISONING - type 105 - The poisoning of players and monsters 1144=head3 B<POISONING> - type 105 - The poisoning of players and monsters
755 1145
756This type is doing the actual damage to the ones who were attacked 1146This type is doing the actual damage to the ones who were attacked
757via AT_POISON (or drank POISON). 1147via AT_POISON (or drank B<POISON>).
758 1148
759The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1149The duration is handled via the FLAG_IS_USED_UP mechanism (please look
760there for details). 1150there for details).
761 1151
762=over 4 1152=over 4
763 1153
764=item dam <number> 1154=item I<dam> <number>
765 1155
766Each time the poisoning is processed (which is determined by the speed and speed_left 1156Each time the poisoning is proccessed (which is determined by the I<speed> and
767fields, see the general object attributes above) it hits the player with 1157I<speed_left> fields, see the general object fields description above) it hits
768<number> damage and the AT_INTERNAL attacktype (means: it will simply 1158the player with <number> damage and the AT_INTERNAL attacktype (means: it will
769hit the player with no strings attached). 1159simply hit the player with no strings attached).
770 1160
771=item food <number> 1161=item I<food> <number>
772 1162
773Just a note: The posion is removed when food == 1 and not when 1163Just a note: The posioning is removed if I<food> == 1 and not if
774the whole duration is up, because the POISONING code has to remove 1164the whole I<duration> is up, because the B<POISONING> code has to remove
775the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1165the poison-effects from the player before the FLAG_IS_USED_UP mechanism
776deletes the POISONING object. 1166deletes the B<POISONING> object.
777 1167
778=back 1168=back
779 1169
780=head3 FORCE - type 114 - Forces 1170=head3 B<FORCE> - type 114 - Forces
781 1171
782Forces are a very 'thin' type. They don't have much behaviour other than 1172Forces are a very 'thin' type. They don't have much behaviour other than
783disappearing after a time and/or affecting the player if they are in his 1173disappearing after a time and/or affecting the player if they are in his
784inventory. 1174inventory.
785 1175
786Forces only take effect on the player if they have set FLAG_APPLIED. 1176Forces only take effect on the player if they have FLAG_APPLIED set.
787 1177
788Whether the duration field is processed or not a tick is controlled via the 1178Whether the I<duration> field is processed or not per tick is controlled by the
789speed and speed_left field. Look above at the generic description of these 1179I<speed> and I<speed_left> fields. Look above in the generic object field description.
790fields.
791 1180
792NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1181NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
793like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1182interpreter like described in the description of the FLAG_IS_USED_UP flag.
7940 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1183BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
795If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1184will still last for I<duration>. If the FLAG_APPLIED is not set the force is
796Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1185removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1186have good semantics on forces, try to avoid it.
797 1187
798=over 4 1188=over 4
799 1189
800=item duration 1190=item I<duration>
801 1191
802While this field is greater than 0 the force/object is not destroyed. It is 1192While this field is greater than 0 the force/object is not destroyed. It is
803decreased each tick by 1. 1193decreased each tick by 1.
804 1194
805If it reaches 0 the force/object is destroyed. 1195If it reaches 0 the force/object is destroyed.
808FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1198FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
809what happens then. 1199what happens then.
810 1200
811=back 1201=back
812 1202
813=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1203=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
814 1204
815This object is generated by the POTION code when the potion is a resistance 1205This object is generated by the B<POTION> code when the potion is a resistance
816giving potion. It has mainly the same behaviour as a FORCE. 1206giving potion. It has mainly the same behaviour as a B<FORCE>.
817 1207
818The specialty of the potion effect is that the resistancy it gives is absolute, 1208The specialty of the potion effect is that the resistancy it gives is absolute,
819so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1209so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
820fire. 1210fire.
821 1211
822Multiple potion effects only give you the maximum of their resistancy. 1212Multiple potion effects only give you the maximum of their resistancy.

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