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Revision 1.13 by elmex, Wed Dec 20 13:07:13 2006 UTC vs.
Revision 1.18 by elmex, Thu Dec 21 21:24:06 2006 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
79=item speed <number> 118=item I<speed> <number>
80 119
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 121on the active object list and will be processed each tick (see also speed_left!).
83 122
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 124from the active object list and it won't experience any processing per tick.
86 125
87=item speed_left <number> 126=item I<speed_left> <number>
88 127
89If this field is greater than 0 and the object is on the 128If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 129active list (mostly means it's speed is also greater than 0):
91 130
92 - speed_left is decreased by 1 131 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 132 - and this object is processed and experiences a server tick.
94 133
95If the object is on the active list and speed_left is lower or 134If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 135equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 136on the end of the tick.
98 137
99This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED) 138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
100the more seldom the object is processed. And the higher the speed field is 139the more seldom the object is processed. And the higher I<speed> is
101the more often the object is processed. 140the more often the object is processed.
102 141
142=item I<connected> <number>
143
144When this field is set the object will be linked to a connection with the
145id <number>. What happens when the connection is 'activated' depends on the
146type of the object.
147
148FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149when to activate the object, see description of these below for further details.
150
103=item no_drop (0|1) 151=item I<no_drop> (0|1)
104 152
105Sets the flag FLAG_NO_DROP. 153Sets the flag FLAG_NO_DROP.
106See Flags section below. 154See Flags section below.
107 155
108=item applied (0|1) 156=item I<applied> (0|1)
109 157
110Sets the flag FLAG_APPLIED. 158Sets the flag FLAG_APPLIED.
111See Flags section below. 159See Flags section below.
112 160
113=item is_used_up (0|1) 161=item I<is_used_up> (0|1)
114 162
115Sets the flag FLAG_IS_USED_UP. 163Sets the flag FLAG_IS_USED_UP.
116See Flags section below. 164See Flags section below.
117 165
166=item I<changing> (0|1)
167
168Sets the flag FLAG_CHANGING.
169See Flags section below.
170
118=item auto_apply (0|1) 171=item I<auto_apply> (0|1)
119 172
120Sets the flag FLAG_AUTO_APPLY. 173Sets the flag FLAG_AUTO_APPLY.
121See Flags section below. 174See Flags section below.
122 175
123=item no_steal (0|1) 176=item I<no_steal> (0|1)
124 177
125Sets the flag FLAG_NO_STEAL. 178Sets the flag FLAG_NO_STEAL.
126See Flags section below. 179See Flags section below.
127 180
128=item reflecting (0|1) 181=item I<reflecting> (0|1)
129 182
130Sets the flag FLAG_REFLECTING. 183Sets the flag FLAG_REFLECTING.
131See Flags section below. 184See Flags section below.
132 185
133=item reflect_spell (0|1) 186=item I<reflect_spell> (0|1)
134 187
135Sets the flag FLAG_REFL_SPELL. 188Sets the flag FLAG_REFL_SPELL.
136See Flags section below. 189See Flags section below.
137 190
138=item no_skill_ident (0|1) 191=item I<no_skill_ident> (0|1)
139 192
140Sets the flag FLAG_NO_SKILL_IDENT. 193Sets the flag FLAG_NO_SKILL_IDENT.
141See Flags section below. 194See Flags section below.
142 195
143=item activate_on_push (0|1) (default: 1) 196=item I<activate_on_push> (0|1) (default: 1)
144 197
145Sets the flag FLAG_ACTIVATE_ON_PUSH. 198Sets the flag FLAG_ACTIVATE_ON_PUSH.
146See Flags section below. 199See Flags section below.
147 200
148=item activate_on_release (0|1) (default: 1) 201=item I<activate_on_release> (0|1) (default: 1)
149 202
150Sets the flag FLAG_ACTIVATE_ON_RELEASE. 203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
151See Flags section below. 204See Flags section below.
152 205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
153=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
154 212
155This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
156of the server code for editing. Wherever you see this attribute being 214of the server code for editing. Wherever you see this field being
157set in an archetype ignore it and/or remove it. No code interprets this 215set in an archetype ignore it and/or remove it. No code interprets this
158field anymore. 216field anymore.
159 217
160=back 218=back
161 219
173 231
174This flag mostly states whether this object has been 'applied' by the player. 232This flag mostly states whether this object has been 'applied' by the player.
175For objects that are applied by the code or have this flag set in the archetype 233For objects that are applied by the code or have this flag set in the archetype
176it mostly means 'this object is active'. 234it mostly means 'this object is active'.
177 235
178For example the player adjustments of the hp/sp/grace fields and inheritance 236For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
179of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
180 238
181=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
182 240
183This flag controls whether an object is 'used up'. If it is set the 'food' field 241This flag controls whether an object is 'used up'. If it is set I<food>
184of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 242is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
185it is removed.
186 243
187If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 244If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
188this object is removed or not, see the Force type below for the meaning 245this object is removed or not, see the B<FORCE> type below for the meaning
189of the duration field in this context. 246of the duration field in this context.
190 247
191If FLAG_APPLIED is not set the object is destroyed. 248If FLAG_APPLIED is not set the object is destroyed.
192 249
250=item FLAG_CHANGING
251
252If the I<state> field of the object is 0 the object will be processed periodically
253(if I<speed> is set). If the I<state> field is 1 it won't be processed.
254
255This flag indicates that the object is changing into a different object.
256The object has to have the I<other_arch> field set. The object the changing object
257changes into is derived from the archetype in I<other_arch>.
258
259When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261
262When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263will be generated.
264
265After the new object is created the I<hp> field from the old object is copied into
266the new one.
267
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
270
193=item FLAG_IS_A_TEMPLATE (internal use) 271=item FLAG_IS_A_TEMPLATE (internal use)
194 272
195This flag is set on the inventory of generators like CREATORs and CONVERTERs, 273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
196or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
197 275
198=item FLAG_AUTO_APPLY 276=item FLAG_AUTO_APPLY
199 277
200This flag has currently only meaning for the TREASURE type, see below. 278This flag has currently only meaning for the B<TREASURE> type, see below.
201 279
202=item FLAG_ACTIVATE_ON_PUSH 280=item FLAG_ACTIVATE_ON_PUSH
203 281
204This flag has only meaning for objects that can be linked together 282This flag has only meaning for objects that can be linked together
205with the 'connected' field and controls wether the object should 283by the I<connected> field and controls wether the object should
206be activated when the connection is 'pushed' or it is 'released'. 284be activated when the connection is 'pushed' or it is 'released'.
207 285
286What 'pushed' and 'released' means depends on the object that
287activates the connection.
288
208This flag is by default on. 289This flag is by default on.
209 290
210=item FLAG_ACTIVATE_ON_RELEASE 291=item FLAG_ACTIVATE_ON_RELEASE
211 292
212This flag has only meaning for objects that can be linked together 293This flag has only meaning for objects that can be linked together
213with the 'connected' field and controls wether the object should 294by the I<connected> field and controls wether the object should
214be activated when the connection is 'pushed' or it is 'released'. 295be activated when the connection is 'pushed' or it is 'released'.
296
297What 'pushed' and 'released' means depends on the object that
298activates the connection.
215 299
216This flag is by default on. 300This flag is by default on.
217 301
218=item FLAG_NO_STEAL 302=item FLAG_NO_STEAL
219 303
224(but in this context the flag is only used internally). 308(but in this context the flag is only used internally).
225 309
226=item FLAG_NO_SKILL_IDENT 310=item FLAG_NO_SKILL_IDENT
227 311
228This flag is mostly used internal and prevents unidentified objects 312This flag is mostly used internal and prevents unidentified objects
229(objects which don't have FLAG_IDENTIFIED set) being identified by 313(objects which don't have FLAG_IDENTIFIED set) being identified
230skills. 314multiple times by skills.
231 315
232This flag is used to mark objects to never being identified by a skill 316This flag is used to mark objects which were unsuccessfully identified by a
233once a player failed to identify an object. So that multiple tries 317players skill. So that multiple tries of identifying aren't more effective than
234of identifying aren't more effective than one. 318one.
235 319
236=item FLAG_REFLECTING 320=item FLAG_REFLECTING
237 321
238This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW 322This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
239to indicate whether this object reflects off walls. 323to indicate whether this object reflects off walls.
240 324
241=item FLAG_REFL_SPELL 325=item FLAG_REFL_SPELL
242 326
243This flag indicates whether something reflects spells, like spell reflecting 327This flag indicates whether something reflects spells, like spell reflecting
244amuletts. 328amuletts.
245 329
246=back 330=item FLAG_IS_LIGHTABLE
247 331
248=head2 Description of type specific attributes 332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
336=back
337
338=head2 Description of type specific fields and behaviour
249 339
250The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
251are the server internal names for the objects types, see include/define.h. 341are the server internal names for the objects types, see include/define.h.
252 342
253=head3 TRANSPORT - type 2 - Player transports 343=head3 B<TRANSPORT> - type 2 - Player transports
254 344
255This type is implemented by the transport extension and has currently no special 345This type is implemented by the transport extension and has currently no special
256attributes that affect it. 346fields that affect it.
257 347
258=head3 ROD - type 3 - Rods that fire spells 348=head3 B<ROD> - type 3 - Rods that fire spells
259 349
260Rods contain spells and can be fired by a player. 350Rods contain spells and can be fired by a player.
261 351
262=over 4 352=over 4
263 353
264=item level <number> 354=item I<level> <number>
265 355
266This attribute is used for calculating the spell level that can be fired 356This field is used for calculating the spell level that can be fired
267with this rod, it's also the maximum level of the spell that can be fired. 357with this rod, it's also the maximum level of the spell that can be fired.
268The level of the spell that is being fired depends mostly on 358The level of the spell that is being fired depends mostly on
269the 'use magic item' skill level of the player and 1/10 of the level of the 359the 'use magic item' skill level of the player and 1/10 of the level of the
270rod is added as bonus. 360rod is added as bonus.
271 361
272=item hp <number> 362=item I<hp> <number>
273 363
274The amount of spellpoints this rod has left. 364The amount of spellpoints this rod has left.
275 365
276=item maxhp <number> 366=item I<maxhp> <number>
277 367
278The maximum amount of spellpoints this rod has. 368The maximum amount of spellpoints this rod has.
279 369
280=item skill <skill name> 370=item I<skill> <skill name>
281 371
282This field determines which skill you need to apply this object. 372This field determines which skill you need to apply this object.
283 373
284=back 374=back
285 375
286=head3 TREASURE - type 4 - Treasures 376=head3 B<TREASURE> - type 4 - Treasures
287 377
288This type of objects are for random treasure generation in maps. 378This type of objects are for random treasure generation in maps.
289If this object is applied by a player it will replace itself with it's 379If this object is applied by a player it will replace itself with it's
290inventory. If it is automatically applied 380inventory. If it is automatically applied
291generate a treasure and replace itself with the generated treasure. 381generate a treasure and replace itself with the generated treasure.
293Chests are also of this type, their treasures are generated by 383Chests are also of this type, their treasures are generated by
294the auto apply code on map instantiation. 384the auto apply code on map instantiation.
295 385
296=over 4 386=over 4
297 387
298=item hp <number> 388=item I<hp> <number>
299 389
300The number of treasures to generate. 390The number of treasures to generate.
301 391
302=item exp <level> 392=item I<exp> <level>
303 393
304If FLAG_AUTO_APPLY is not set the exp field has no further meaning 394If FLAG_AUTO_APPLY is not set the exp field has no further meaning
305and the difficulty for the treasurecode only depends on the maps difficulty, 395and the difficulty for the treasurecode only depends on the maps difficulty,
306otherwise the exp field has the following meaning: 396otherwise the exp field has the following meaning:
307 397
310worth a treasure is or what bonuses it is given by the treasure code. 400worth a treasure is or what bonuses it is given by the treasure code.
311 401
312If this field is not set or 0 the difficulty of the map is passed to the treasure 402If this field is not set or 0 the difficulty of the map is passed to the treasure
313generation code. 403generation code.
314 404
315=item randomitems <treasurelist> 405=item I<randomitems> <treasurelist>
316 406
317The treasurelist to use to generate the treasure which is put in the 407The treasurelist to use to generate the treasure which is put in the
318treasure objects inventory. 408treasure objects inventory.
319 409
320=back 410=back
321 411
322=head3 POTION - type 5 - Potions for drinking and other nastynesses 412=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
323 413
324These objects contain a spell and will emit it on apply, which most 414These objects contain a spell and will emit it on apply, which most
325of the time has the meaning of 'drinking'. 415of the time has the meaning of 'drinking'.
326 416
327If no resistancy field, stat field or attacktype is set and no spell 417If no resistancy field, stat field or attacktype is set and no spell
332If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 422If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
333will yield an explosion and hurt the player. 423will yield an explosion and hurt the player.
334 424
335=over 4 425=over 4
336 426
337=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 427=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
338 428
339These stat fields determine how many stat points the player gets 429These stat fields determine how many stat points the player gets
340when he applies this potion. 430when he applies this potion.
341 431
342If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 432If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
343 433
344=item sp <number> 434=item I<sp> <number>
345 435
346If this field is set and the randomitems field is not set 436If this field is set and the randomitems field is not set
347the field is interpreted as spell number, please look the right 437the field is interpreted as spell number, please look the right
348number up in common/loader.C. 438number up in common/loader.C.
349 439
350If this field is set the randomitems field will be unset by the 440If this field is set the randomitems field will be unset by the
351map loading code. 441map loading code.
352 442
353=item attacktype <attacktype> 443=item I<attacktype> <attacktype>
354 444
355This field has some special meaning in potions, currently the 445This field has some special meaning in potions, currently the
356bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 446bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
357restoration potion or improvement potion. 447restoration potion or improvement potion.
358See include/attackinc.h for the bits of these types. 448See include/attackinc.h for the bits of these types.
363into him. 453into him.
364 454
365If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 455If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
366When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 456When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
367 457
368=item resist_<resistancy> <number> 458=item I<resist_RESISTANCY> <number>
369 459
370If this stat is set and no spell is in the potion the potion 460If this stat is set and no spell is in the potion the potion
371will create a force that give the player this specific resistancy. 461will create a force that give the player this specific resistancy.
372The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 462The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
373and the potion will last 10 times longer than the default force archetype 463and the potion will last 10 times longer than the default force archetype
374FORCE_NAME (at the moment of this writing spell/force.arc). 464FORCE_NAME (at the moment of this writing spell/force.arc).
375 465
376=item randomitems <treasurelist> 466=item I<randomitems> <treasurelist>
377 467
378The inventory/spell of the potion will be created by calling the treasure code 468The inventory/spell of the potion will be created by calling the treasure code
379with the treasurelist specified here. (I guess it's highly undefined what 469with the treasurelist specified here. (I guess it's highly undefined what
380happens if there is not a spell in the potions inventory). 470happens if there is not a spell in the potions inventory).
381 471
382=item on_use_yield <archetype> 472=item I<on_use_yield> <archetype>
383 473
384When this object is applied an instance of <archetype> will be created. 474When this object is applied an instance of <archetype> will be created.
385 475
386=item subtypes <potion subtype> 476=item I<subtypes> <potion subtype>
387 477
388see include/spells.h for possible potion subtypes, there are currently 4: 478see include/spells.h for possible potion subtypes, there are currently 4:
389 479
390=over 4 480=over 4
391 481
394Unused, default behaiour of a potion. 484Unused, default behaiour of a potion.
395 485
396=item POT_DUST 486=item POT_DUST
397 487
398This potion can be thrown to cast the spell that it has in it's inventory, 488This potion can be thrown to cast the spell that it has in it's inventory,
399the behaviour is not defined if there is not a spell in the inventory and the 489the behaviour is not defined if there is not a B<SPELL> in the inventory and the
400server will log an error. 490server will log an error.
401 491
402=item POT_FIGURINE 492=item POT_FIGURINE
403 493
404Unused, default behaiour of a potion. 494Unused, default behaiour of a potion.
409 499
410=back 500=back
411 501
412=back 502=back
413 503
414=head3 FOOD - type 6 - Eatable stuff 504=head3 B<FOOD> - type 6 - Eatable stuff
415 505
416This is for objects that are representing general eatables like 506This is for objects that are representing general eatables like
417beef or bread. 507beef or bread.
418 508
419The main difference between FOOD, FLESH and DRINK is that they 509The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
420give different messages. 510give different messages.
421 511
422The specialty of FLESH is that it inherits the resistancies of the 512The specialty of B<FLESH> is that it inherits the resistancies of the
423monsters it was generated in and will let dragons raise their resistancies 513monsters it was generated in and will let dragons raise their resistancies
424with that. If the monster has the POISON attacktype the FLESH 514with that. If the monster has the B<POISON> attacktype the B<FLESH>
425will change into POISON. 515will change into B<POISON>.
426 516
427If a player runs low on food he will grab for FOOD, DRINK and POISON 517If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
428and if he doesn't find any of that he will start eating FLESH. 518and if he doesn't find any of that he will start eating B<FLESH>.
429 519
430=over 4 520=over 4
431 521
432=item title <string> 522=item I<title> <string>
433 523
434If the food has a title or is cursed it is considered 'special', which means that the 524If the food has B<title> set or is cursed it is considered 'special', which
435fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp 525means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
436are interpreted and have further effects on the player. 526I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
527on the player.
437 528
438The higher the food field is the longer the improvement of the player lasts 529The higher the I<food> field is the longer the improvement of the player lasts
439(except for hp and sp). 530(except for I<hp> and I<sp>).
440 531
441=item food <number> 532=item I<food> <number>
442 533
443This is the amount of food points the player gets when he eats this. 534This is the amount of food points the player gets when he eats this.
444 535
445=item on_use_yield <archetype> 536=item I<on_use_yield> <archetype>
446 537
447When this object is applied an instance of <archetype> will be created. 538When this object is applied an instance of <archetype> will be created.
448 539
449=back 540=back
450 541
451=head3 POISON - type 7 - Poisonous stuff 542=head3 B<POISON> - type 7 - Poisonous stuff
452 543
453This type is for objects that can poison the player when drinking. 544This type is for objects that can poison the player when he drinks/applies it.
454When applied it will hit the attacked with AT_POISON and will create 545When applied it will hit the attacked with AT_POISON and will create
455a POISONING object in the one who was hit. 546a B<POISONING> object in the one who was hit.
456 547
457=over 4 548=over 4
458 549
459=item level <number> 550=item I<level> <number>
460 551
461This field affects the propability of poisoning. The higher the level difference 552This field affects the propability of poisoning. The higher the level difference
462between the one who is hit and the poision the mose propable it is the attacked 553between the one who is hit and the poision the more propable it is the attacked
463one will be poisoned. 554one will be poisoned.
464 555
465=item slaying <race> 556=item I<slaying> <race>
466 557
467On poison this field has the usual meaning of 'slaying', when the 558This field has the usual meaning of 'slaying', when the
468ones race matches the slaying field the damage done by the poison 559poisoned's race matches the I<slaying> field the damage done by the poison
469is multiplied by 3. 560is multiplied by 3.
470 561
471=item hp <number> 562=item I<hp> <number>
472 563
473This is the amount of damage the player will receive from applying this. The 564This is the amount of damage the player will receive from applying this. The
474attacktype AT_POISON will be used to hit the player and the damage will 565attacktype AT_POISON will be used to hit the player and the damage will
475determine the strenght, duration and depletion of stats of the poisoning. The 566determine the strenght, duration and depletion of stats of the poisoning. The
476created POISONING object which is being placed in the one who was attacked will 567created B<POISONING> object which is being placed in the one who was attacked will
477get the damage from this field (which is maybe adjusted by slaying or the 568get the damage from this field (which is maybe adjusted by slaying or the
478resistancies). 569resistancies).
479 570
480=item food <number> 571=item I<food> <number>
481 572
4821/4 of <number> will be drained from the players food. 5731/4 of <number> will be drained from the players I<food>.
483 574
484=item on_use_yield <archetype> 575=item I<on_use_yield> <archetype>
485 576
486When this object is applied an instance of <archetype> will be created. 577When this object is applied an instance of <archetype> will be created.
487 578
488=back 579=back
489 580
490=head3 BOOK - type 8 - Readable books 581=head3 B<BOOK> - type 8 - Readable books
491 582
492This type is basically for representing text books in the game. 583This type is basically for representing text books in the game.
493 584
494Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). 585Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
495 586
496=over 4 587=over 4
497 588
498=item msg <text> 589=item I<msg> <text>
499 590
500This is the contents of the book. When this field is unset 591This is the contents of the book. When this field is unset
501at treasure generation a random text will be inserted. 592at treasure generation a random text will be inserted.
502 593
503=item skill <skill name> 594=item I<skill> <skill name>
504 595
505The skill required to read this book. (The most resonable 596The skill required to read this book. (The most resonable
506skill would be literacy). 597skill would be literacy).
507 598
508=item exp <number> 599=item I<exp> <number>
509 600
510The experience points the player get for reading this book. 601The experience points the player get for reading this book.
511 602
512=item subtype <readable subtype> 603=item I<subtype> <readable subtype>
513 604
514This field determines the type of the readable. 605This field determines the type of the readable.
515Please see common/readable.C in the readable_message_types table. 606Please see common/readable.C in the readable_message_types table.
516 607
517=back 608=back
518 609
519=head3 CLOCK - type 9 - Clocks 610=head3 B<CLOCK> - type 9 - Clocks
520 611
521This type of objects just display the time when being applied. 612This type of objects just display the time when being applied.
522 613
523=head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT) 614=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
524 615
525This is a spell effect of a moving bolt. It moves straigt forward 616This is a spell effect of a moving bolt. It moves straigt forward
526through the map until something blocks it. 617through the map until something blocks it.
527If FLAG_REFLECTING is set it even reflects on walls. 618If FLAG_REFLECTING is set it even reflects on walls.
528 619
529FLAG_IS_TURNABLE should be set on these objects. 620FLAG_IS_TURNABLE should be set on these objects.
530 621
531=over 4 622=over 4
532 623
533=item move_type <movetype> 624=item I<move_type> <movetype>
534 625
535This field affects the move type with which the lightning moves through 626This field affects the move type with which the lightning moves through
536the map and which map cells will reflect or block it. 627the map and which map cells will reflect or block it.
537 628
538=item attacktype <attacktype> 629=item I<attacktype> <attacktype>
539 630
540The attacktype with which it hits the objects on the map. 631The attacktype with which it hits the objects on the map.
541 632
542=item dam <number> 633=item I<dam> <number>
543 634
544The damage this bolt inflicts when it hits objects on the map. 635The damage this bolt inflicts when it hits objects on the map.
545 636
546=item Dex <number> 637=item I<Dex> <number>
547 638
548This is the fork percentage, it is reduced by 10 per fork. 639This is the fork percentage, it is reduced by 10 per fork.
549And the damage is halved on each fork. 640And the I<dam> field is halved on each fork.
550 641
551=item Con <number> 642=item I<Con> (internal)
552 643
553This value is a percentage of which the forking lightning 644This value is a percentage of which the forking lightning
554is deflected to the left. This value should be mostly used internally. 645is deflected to the left. This value should be mostly used internally.
555 646
556=item duration <number> 647=item I<duration> <number>
557 648
558The duration the bolt stays on a map cell. This field is decreased each time 649The duration the bolt stays on a map cell. This field is decreased each time
559the object is processed (see the meaning of speed and speed_left fields in 650the object is processed (see the meaning of I<speed> and I<speed_left> fields in
560the object general description). 651the generic object field description).
561 652
562=item range <number> 653=item I<range> <number>
563 654
564This is the range of the bolt, each space it advances this field is decreased. 655This is the range of the bolt, each space it advances this field is decreased.
565 656
566=back 657=back
567 658
659=head3 B<ARROW> - type 13 - Arrows
568 660
661This is the type for objects that represent projectiles like arrows.
662The movement of B<THROWN_OBJ>s behave similar to this type.
663
664Flying arrows are stopped either when they hit something blocking
665(I<move_block>) or something which is alive.
666If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
667set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
668damage with a small chance which is affected by the I<level> field of the arrow.
669
670If FLAG_REFLECTING is set on the arrow it will bounce off everything
671that is not alive and blocks it's movement.
672
673When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
674fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
675the object, to restore them once the arrow has been stopped.
676
677=over 4
678
679=item I<dam> <number>
680
681The amount of damage that is being done to the victim that gets hit.
682This field is recomputed when the arrow is fired and will consist
683of the sum of a damage bonus (see description of the B<BOW> type),
684the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
685and the arrows I<magic> field.
686
687=item I<wc> <number>
688
689The weapon class of the arrow, which has effect on the propability of hitting.
690
691It is recomputed when the arrow is being fired by this formula:
692
693 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
694 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
695
696When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
697level is not added.
698
699wc_mod is dependend on the fire mode of the bow. For a more detailed
700explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
701
702=item I<magic> <number>
703
704This field is added to the damage of the arrow when it is shot and
705will also improve it's I<speed> by 1/5 of it's value.
706
707=item I<attacktype> <attacktype>
708
709Bitfield which decides the attacktype of the damage, see include/attackinc.h
710On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
711
712=item I<level> <number> (interally used)
713
714The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
715see above in the B<ARROW> description.
716
717The I<level> is set when the arrow is fired to either the skill level or the
718shooters level.
719
720=item I<speed> <number> (internal)
721
722This field shouldn't be set directly in the archetype, the arrow will get it's
723I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
724arrow will be stopped immediatly.
725
726On fireing the I<speed> of the arrow is computed of 1/5 of the
727sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
728of the bows I<dam> field is added to the I<speed> of the arrow.
729
730The minimum I<speed> of an arrow is 1.0.
731
732While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
733
734If the I<speed> is above 10.0 it goes straight through the creature it hits and
735it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
736stopped and either sticked into the victim (see I<weight> field description) or
737put on it's map square (if it didn't break, see description of the I<food> field).
738
739=item I<weight> <number>
740
741This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
742the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
743
744=item I<food> <number>
745
746The breaking percentage. 100 (%) means: breaks on usage for sure.
747
748=item I<inventory> (internal)
749
750If the flying/moving object has something in it's inventory and it stops, it
751will be replaced with it's inventory. Otherwise it will be handled as usual,
752which means: it will be calculated whether the arrow breaks and it will be
753reset for reuse.
754
755=item I<slaying> <string>
756
757When the bow that fires this arrow has it's I<slaying> field set it is copied
758to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
759
760=item I<move_type> <movetype> (internally used)
761
762This field is set when the arrow is shot to MOVE_FLY_LOW.
763
764=item I<move_on> <movetype> (internally used)
765
766This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
767
768=item I<race> <string>
769
770The I<race> field is a unique key that assigns arrows, bows and quivers. When
771shooting an arrow the bows I<race> is used to search for arrows (which have the
772same I<race> as the bow) in the players inventory and will recursively search in
773the containers (which are applied and have the same I<race> as the bow and the arrow).
774
775=back
776
777=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
778
779TODO, but take into account B<ARROW> description above!
780
569=head3 WEAPON - type 15 - Weapons 781=head3 B<WEAPON> - type 15 - Weapons
570 782
571This type is for general hack and slash weapons like swords, maces 783This type is for general hack and slash weapons like swords, maces
572and daggers and and .... 784and daggers and and ....
573 785
574=over 4 786=over 4
575 787
576=item weapontype <type id> 788=item I<weapontype> <type id>
577 789
578decides what attackmessages are generated, see include/define.h 790decides what attackmessages are generated, see include/define.h
579 791
580=item attacktype <bitmask> 792=item I<attacktype> <bitmask>
581 793
582bitfield which decides the attacktype of the damage, see include/attackinc.h 794bitfield which decides the attacktype of the damage, see include/attackinc.h
583 795
584=item dam <number> 796=item I<dam> <number>
585 797
586amount of damage being done with the attacktype 798amount of damage being done with the attacktype
587 799
588=item item_power <level> 800=item I<item_power> <level>
589 801
590the itempower of this weapon. 802the itempower of this weapon.
591 803
592=item name 804=item I<name>
593 805
594the name of the weapon. 806the name of the weapon.
595 807
596=item level (internal) 808=item I<level> (internal)
597 809
598The improvement state of the weapon. 810The improvement state of the weapon.
599If this field is greater than 0 the 'name' field starts with the 811If this field is greater than 0 the I<name> field starts with the
600characters name who improved this weapon. 812characters name who improved this weapon.
601 813
602=item last_eat (internal) 814=item I<last_eat> (internal)
603 815
604seems to be the amount of improvements of a weapon, 816This seems to be the amount of improvements of a weapon,
605the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 817the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
606 818
607 ((who->level / 5) + 5) >= op->last_eat 819 ((who->level / 5) + 5) >= op->last_eat
608 820
609=item last_sp 821=item I<last_sp>
610 822
611the weapon speed (see magic description) 823the weapon speed (see magic description)
612 824
613=item food <number> 825=item I<food> <number>
614 826
615addition to food regeneration of the player 827addition to food regeneration of the player
616 828
617=item hp <number> 829=item I<hp> <number>
618 830
619addition to health regeneration 831addition to health regeneration
620 832
621=item sp <number> 833=item I<sp> <number>
622 834
623addition to mana regeneration 835addition to mana regeneration
624 836
625=item grace <number> 837=item I<grace> <number>
626 838
627addititon to grace regeneration 839addititon to grace regeneration
628 840
629=item gen_sp_armour <number> 841=item I<gen_sp_armour> <number>
630 842
631the players gen_sp_armour field (which is per default 10) is added the <number> amount. 843the players I<gen_sp_armour> field (which is per default 10) is being added the
632gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 844<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
633is multiplied: gen_sp *= 10/<number> 845do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
634meaning: values > 10 of gen_sp_armour limits the amout of regenerated 846I<gen_sp_armour> limits the amout of regenerated spellpoints.
635spellpoints.
636 847
637generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 848Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
638sp regeneration. 849I<sp> regeneration.
639 850
640=item body_<body slot/part> 851=item I<body_BODYSLOT>
641 852
642the part of the body you need to use this weapon, possible values should be 853The part of the body you need to use this weapon, possible values should be
643looked up in common/item.C at body_locations. 854looked up in common/item.C at body_locations.
644 855
645=item resist_<resistnacy> <number> 856=item I<resist_RESISTNACY> <number>
646 857
647this is the factor with which the difference of the players resistancy and 100% 858this is the factor with which the difference of the players resistancy and 100%
648is multiplied, something like this: 859is multiplied, something like this:
649 860
650 additional_resistancy = (100 - current_resistanct) * (<number>/100) 861 additional_resistancy = (100 - current_resistanct) * (<number>/100)
654 865
655 'total resistance = total protections - total vulnerabilities' 866 'total resistance = total protections - total vulnerabilities'
656 867
657see also common/living.C:fix_player 868see also common/living.C:fix_player
658 869
659=item patch_(attuned|repelled|denied) 870=item I<path_(attuned|repelled|denied)>
660 871
661this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 872this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
662for the pathes. 873for the pathes.
663 874
664=item luck <number> 875=item I<luck> <number>
665 876
666this luck is added to the players luck 877this luck is added to the players I<luck>
667 878
668=item move_type 879=item I<move_type>
669 880
670if the weapon has a move_type set the player inherits it's move_type 881if the weapon has a I<move_type> set the player inherits it's I<move_type>
671 882
672=item exp <number> 883=item I<exp> <number>
673 884
674the added_speed and bonus_speed of the player is raised by <number>/3. 885the added_speed and bonus_speed of the player is raised by <number>/3.
675if <number> < 0 then the added_speed is decreased by <number> 886if <number> < 0 then the added_speed is decreased by <number>
676 887
677=item weight 888=item I<weight>
678 889
679the weight of the weapon 890the weight of the weapon
680 891
681=item magic 892=item I<magic>
682 893
683the magic field affects the amounts of the following fields: 894the I<magic> field affects the amounts of the following fields:
684 895
685 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 896 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
686 897
687 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 898 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
688 899
689 - dam: the players dam is adjusted by: player->dam += (dam + magic) 900 - dam: the players dam is adjusted by: player->dam += (dam + magic)
690 901
691 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 902 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
692 (minium is 0) 903 (minium is 0)
693 904
694=item ac <number> 905=item I<ac> <number>
695 906
696the amount of ac points the player's ac is decreased 907the amount of ac points the player's I<ac> is decreased when applying this object.
697 908
698=item wc <number> 909=item I<wc> <number>
699 910
700the amount of wc points the player's wc is decreased 911the amount of wc points the player's I<wc> is decreased when applying this object.
701 912
702=back 913=back
703 914
704=head4 Player inherits following flags from weapons: 915=head4 Player inherits following flags from weapons:
705 916
710 FLAG_XRAYS 921 FLAG_XRAYS
711 FLAG_BLIND 922 FLAG_BLIND
712 FLAG_SEE_IN_DARK 923 FLAG_SEE_IN_DARK
713 FLAG_UNDEAD 924 FLAG_UNDEAD
714 925
715=head3 GRIMREAPER - type 28 - Grimreapers 926=head3 B<GRIMREAPER> - type 28 - Grimreapers
716 927
717These type are mostly used for monsters, they give the 928These type are mostly used for monsters, they give the
718monster the ability to dissapear after 10 hits with AT_DRAIN. 929monster the ability to dissapear after 10 hits with AT_DRAIN.
719 930
720=over 4 931=over 4
721 932
722=item value <number> 933=item I<value> <number>
723 934
724This field stores the hits the monster did yet. 935This field stores the hits the monster did yet.
725 936
726=back 937=back
727 938
939=head3 B<CREATOR> - type 42 - Object creators
940
941Once a creator is activated by a connection it creates a number of objects
942(cloned from it's inventory or a new object derived from the archetype
943named in the other_arch slot).
944
945If FLAG_LIVESAFE is set the number of uses is unlimited.
946
947=over 4
948
949=item I<hp> <number>
950
951If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
952be used.
953
954=item I<speed> <number>
955
956If I<speed> is set the creator will create an object periodically,
957see I<speed> and I<speed_left> fields in the general object field description
958for more details.
959
960=item I<slaying> <string>
961
962If set the generated object's name and title will be set to this.
963
964=item I<other_arch> <string>
965
966If the inventory of the creator is empty new objects will be derived from the
967archetype named by <string>.
968
969=item I<connected> <number>
970
971See generic object field description.
972
973=back
974
728=head3 DRINK - type 54 - Drinkable stuff 975=head3 B<DRINK> - type 54 - Drinkable stuff
729 976
730See FOOD description. 977See B<FOOD> description.
731 978
732=head3 CHECK_INV - type 64 - Inventory checkers 979=head3 B<CHECK_INV> - type 64 - Inventory checkers
733 980
734This object checks whether the player has a specific item in his 981This object checks whether the player has a specific item in his
735inventory when he moves above the inventory checker. If the player has 982inventory when he moves above the inventory checker. If the player has
736the item (or not, which can be controlled with a flag) a connection will be triggered. 983the item (or not, which can be controlled with a flag) a connection will be triggered.
737 984
738If you set move_block you can deny players and monsters to reach the space where 985If you set I<move_block> you can deny players and monsters to reach the space where
739the inventory checker is on, see 'move_block' description below. 986the inventory checker is on, see I<move_block> description below.
740 987
741The conditions specified by hp, slaying and race are concationated with OR. 988The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
742So matching one of those conditions is enough. 989So matching one of those conditions is enough.
743 990
744=over 4 991=over 4
745 992
746=item move_block <move type bitmask> 993=item I<move_block> <move type bitmask>
747 994
748If you set this field to block a movetype the move code will block any moves 995If you set this field to block a movetype the move code will block any moves
749onto the space with the inventory checker, IF the moving object doesn't have 996onto the space with the inventory checker, IF the moving object doesn't have
750(or has - if last_sp = 0) the item that the checker is searching for. 997(or has - if I<last_sp> = 0) the item that the checker is searching for.
751 998
752=item last_sp (0|1) 999=item I<last_sp> (0|1)
753 1000
754If last_sp is 1 'having' the item that is being checked for will 1001If I<last_sp> is 1 'having' the item that is being checked for will
755activate the connection or make the space with the checker non-blocking. 1002activate the connection or make the space with the checker non-blocking.
756If last_sp is 0 'not having' the item will activate the connection 1003If I<last_sp> is 0 'not having' the item will activate the connection
757or make the space with the checker non-blocking. 1004or make the space with the checker non-blocking.
758 1005
759=item last_heal (0|1) 1006=item I<last_heal> (0|1)
760 1007
761If last_heal is 1 the matching item will be removed if the inventory checker 1008If I<last_heal> is 1 the matching item will be removed if the inventory checker
762activates a connection and finds the item in the inventory. 1009activates a connection and finds the item in the inventory.
763 1010
764(A inventory checker that blocks a space won't remove anything from inventories) 1011(A inventory checker that blocks a space won't remove anything from inventories)
765 1012
766=item hp <number> 1013=item I<hp> <number>
767 1014
768If this field is not 0 the inventory checker will search for an object 1015If this field is not 0 the inventory checker will search for an object
769with the type id <number>. 1016with the type id <number>.
770 1017
771=item slaying <string> 1018=item I<slaying> <string>
772 1019
773If this field is set the inventory checker will search for an object that 1020If this field is set the inventory checker will search for an object that
774has the same string in the slaying field (for example a key string of a key). 1021has the same string in the I<slaying> field (for example a key string of a key).
775 1022
776=item race <string> 1023=item I<race> <string>
777 1024
778If this field is set the inventory checker will search for an object which 1025If this field is set the inventory checker will search for an object which
779has the archetype name that matches <string>. 1026has the archetype name that matches <string>.
780 1027
781=item connected <connection id> 1028=item I<connected> <connection id>
782 1029
783This is the connection that will be activated. 1030This is the connection that will be activated. The connection is
1031'pushed' when someone enters the space with the inventory checker,
1032and it is 'released' when he leaves it.
784 1033
785=back 1034See also the description of the I<connected> field in the generic object field
1035section.
786 1036
1037=back
1038
787=head3 FLESH - type 72 - Organs and body parts 1039=head3 B<FLESH> - type 72 - Organs and body parts
788 1040
789See FOOD description. 1041See B<FOOD> description.
790 1042
791=head3 MISC_OBJECT - type 79 - Misc. objects 1043=head3 B<MISC_OBJECT> - type 79 - Misc. objects
792 1044
793A type for any object that has no special behaviour. 1045A type for any object that has no special behaviour.
794 1046
1047=head3 B<LAMP> - type 82 - A lamp
1048
1049This object represents a lamp, that can be carried and switched
1050on and off and has a certain amount of fuel in it.
1051
1052A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1053Each of them should point at the other one with it's I<other_arch> field.
1054
1055See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1056
1057If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1058with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1059
1060=over 4
1061
1062=item I<glow_radius> <number>
1063
1064The radius of the light that the lamp emits, see also I<glow_radius> in the
1065generic object flags description.
1066
1067=item I<speed> <number>
1068
1069If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1070lamp burns it's fuel (I<food>).
1071
1072Setting FLAG_CHANGING makes only sense on the archetype which represents
1073the 'on' state of the lamp.
1074
1075See also the description of FLAG_CHANGING.
1076
1077Lamps which have no FLAG_CHANGING set would also make sense and represent
1078lamps that never burn up.
1079
1080=item I<other_arch> <number>
1081
1082This is the field that points to the 'other' archetype which represents the
1083opposite state of the lamp. The newly from I<other_arch> derived object will
1084replace the current object and will get the value of I<food> of the replaced object.
1085
1086Rationale:
1087
1088When the lamp (on) is applied a new object is derived from the archetype
1089in I<other_arch> and the I<food> value is copied to it ('the fuel is
1090transferred'). The new lamp (off) object has to have a I<other_arch> field
1091which points to the archetype from which a lamp (on) can be derived.
1092
1093=item I<food> <number>
1094
1095This fields stands for the fuel of the lamp.
1096
1097=back
1098
1099=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1100
1101This type of objects multiplies objects that are above it when it is activated.
1102You can even multiply by 0, which will destroy the object.
1103
1104=over 4
1105
1106=item I<level> <number>
1107
1108The multiplicator, if set to 0 or lower it will destroy the objects above it.
1109
1110=item I<other_arch> <string>
1111
1112The archetype name of the objects that should be multiplied.
1113
1114=item I<connected> <number>
1115
1116See generic object field description.
1117
1118=back
1119
795=head3 HOLE - type 94 - Holes 1120=head3 B<HOLE> - type 94 - Holes
796 1121
797Holes are holes in the ground where objects can fall through. When the hole 1122B<HOLE>s are holes in the ground where objects can fall through. When the hole
798opens and/or is completly open all objects above it fall through (more 1123opens and/or is completly open all objects above it fall through (more
799precisely: if their head is above the hole). 1124precisely: if their head is above the hole).
800 1125
1126When the B<HOLE> is activated it's speed is set to 0.5.
1127
801Trapdoors can only transfer the one who falls through to other coordinates 1128These holes can only transfer the one who falls through to other coordinates
802on the B<same> map. 1129on the same map.
803 1130
804=over 4 1131=over 4
805 1132
806=item maxsp (0|1) 1133=item I<maxsp> (0|1)
807 1134
808This field negates the state of the connection: When maxsp is 1 the pit will 1135This field negates the state of the connection: When maxsp is 1 the pit will
809open/close when the connection is deactivated. Otherwise it will open/close 1136open/close when the connection is deactivated. Otherwise it will open/close
810when the connection is activated. This field only has effect when the 1137when the connection is activated. This field only has effect when the
811connection is triggered. So if you put a closed hole on a map, and the 1138connection is triggered. So if you put a closed hole on a map, and the
812connection is deactivated, and maxsp is 1 the hole will remain closed until the 1139connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
813connection was triggered once. 1140connection was triggered once.
814 1141
815=item connected <connection id> 1142=item I<connected> <connection id>
816 1143
817This is the connection id, which lets the hole opening or closing when 1144This is the connection id, which lets the hole opening or closing when
818activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1145activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
819at which connection state the object is activated. 1146at which connection state the object is activated.
820 1147
821For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1148For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
822the connection is released. 1149the connection is released.
823 1150
824=item wc <number> (internal) 1151=item I<wc> <number> (internal)
825 1152
826This is an internal flag. If it is greater than 0 it means that the hole is not 1153This is an internal field. If it is greater than 0 it means that the hole is not
827yet fully open. More preciesly: this field is the animation-step and if it is 1154yet fully open. More preciesly: this field is the animation-step and if it is
828set to the 'closed' step of the animation the hole is closed and if it is on 1155set to the 'closed' step of the animation the hole is closed and if it is on
829the 'open' animation step (wc = 0), the hole is open. 1156the 'open' animation step (I<wc> = 0), the hole is open.
830 1157
831=item sp <number> 1158=item I<sp> <number>
832 1159
833The destination y coordinates on the same map. 1160The destination y coordinates on the same map.
834 1161
835=item hp <number> 1162=item I<hp> <number>
836 1163
837The destination x coordinates on the same map. 1164The destination x coordinates on the same map.
838 1165
839=back 1166=back
840 1167
841=head3 POISONING - type 105 - The poisoning of players and monsters 1168=head3 B<POISONING> - type 105 - The poisoning of players and monsters
842 1169
843This type is doing the actual damage to the ones who were attacked 1170This type is doing the actual damage to the ones who were attacked
844via AT_POISON (or drank POISON). 1171via AT_POISON (or drank B<POISON>).
845 1172
846The duration is handled via the FLAG_IS_USED_UP mechanism (please look 1173The duration is handled via the FLAG_IS_USED_UP mechanism (please look
847there for details). 1174there for details).
848 1175
849=over 4 1176=over 4
850 1177
851=item dam <number> 1178=item I<dam> <number>
852 1179
853Each time the poisoning is processed (which is determined by the speed and speed_left 1180Each time the poisoning is proccessed (which is determined by the I<speed> and
854fields, see the general object attributes above) it hits the player with 1181I<speed_left> fields, see the general object fields description above) it hits
855<number> damage and the AT_INTERNAL attacktype (means: it will simply 1182the player with <number> damage and the AT_INTERNAL attacktype (means: it will
856hit the player with no strings attached). 1183simply hit the player with no strings attached).
857 1184
858=item food <number> 1185=item I<food> <number>
859 1186
860Just a note: The posion is removed when food == 1 and not when 1187Just a note: The posioning is removed if I<food> == 1 and not if
861the whole duration is up, because the POISONING code has to remove 1188the whole I<duration> is up, because the B<POISONING> code has to remove
862the poison-effects from the player before the FLAG_IS_USED_UP mechanism 1189the poison-effects from the player before the FLAG_IS_USED_UP mechanism
863deletes the POISONING object. 1190deletes the B<POISONING> object.
864 1191
865=back 1192=back
866 1193
867=head3 FORCE - type 114 - Forces 1194=head3 B<FORCE> - type 114 - Forces
868 1195
869Forces are a very 'thin' type. They don't have much behaviour other than 1196Forces are a very 'thin' type. They don't have much behaviour other than
870disappearing after a time and/or affecting the player if they are in his 1197disappearing after a time and/or affecting the player if they are in his
871inventory. 1198inventory.
872 1199
873Forces only take effect on the player if they have set FLAG_APPLIED. 1200Forces only take effect on the player if they have FLAG_APPLIED set.
874 1201
875Whether the duration field is processed or not a tick is controlled via the 1202Whether the I<duration> field is processed or not per tick is controlled by the
876speed and speed_left field. Look above at the generic description of these 1203I<speed> and I<speed_left> fields. Look above in the generic object field description.
877fields.
878 1204
879NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field 1205NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
880like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches 1206interpreter like described in the description of the FLAG_IS_USED_UP flag.
8810 before duration and FLAG_APPLIED is set, the force will last for 'duration'. 1207BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
882If the FLAG_APPLIED is not set the force is removed when food reaches 0. 1208will still last for I<duration>. If the FLAG_APPLIED is not set the force is
883Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces. 1209removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1210have good semantics on forces, try to avoid it.
884 1211
885=over 4 1212=over 4
886 1213
887=item duration 1214=item I<duration>
888 1215
889While this field is greater than 0 the force/object is not destroyed. It is 1216While this field is greater than 0 the force/object is not destroyed. It is
890decreased each tick by 1. 1217decreased each tick by 1.
891 1218
892If it reaches 0 the force/object is destroyed. 1219If it reaches 0 the force/object is destroyed.
895FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1222FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
896what happens then. 1223what happens then.
897 1224
898=back 1225=back
899 1226
900=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1227=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
901 1228
902This object is generated by the POTION code when the potion is a resistance 1229This object is generated by the B<POTION> code when the potion is a resistance
903giving potion. It has mainly the same behaviour as a FORCE. 1230giving potion. It has mainly the same behaviour as a B<FORCE>.
904 1231
905The specialty of the potion effect is that the resistancy it gives is absolute, 1232The specialty of the potion effect is that the resistancy it gives is absolute,
906so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1233so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
907fire. 1234fire.
908 1235
909Multiple potion effects only give you the maximum of their resistancy. 1236Multiple potion effects only give you the maximum of their resistancy.

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