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Revision 1.7 by elmex, Tue Dec 19 21:06:08 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
171=item I<no_steal> (0|1)
172
173Sets the flag FLAG_NO_STEAL.
174See Flags section below.
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
186=item I<no_skill_ident> (0|1)
187
188Sets the flag FLAG_NO_SKILL_IDENT.
189See Flags section below.
190
123=item activate_on_push (0|1) (default: 1) 191=item I<activate_on_push> (0|1) (default: 1)
124 192
125Sets the flag FLAG_ACTIVATE_ON_PUSH. 193Sets the flag FLAG_ACTIVATE_ON_PUSH.
126See Flags section below. 194See Flags section below.
127 195
128=item activate_on_release (0|1) (default: 1) 196=item I<activate_on_release> (0|1) (default: 1)
129 197
130Sets the flag FLAG_ACTIVATE_ON_RELEASE. 198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
131See Flags section below. 199See Flags section below.
132 200
133=item editable (more than deprecated) 201=item I<editable> (more than deprecated)
134 202
135This field had a special meaning for crossedit, which used parts 203This field had a special meaning for crossedit, which used parts
136of the server code for editing. Wherever you see this attribute being 204of the server code for editing. Wherever you see this field being
137set in an archetype ignore it and/or remove it. No code interprets this 205set in an archetype ignore it and/or remove it. No code interprets this
138field anymore. 206field anymore.
139 207
140=back 208=back
141 209
153 221
154This 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.
155For 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
156it mostly means 'this object is active'. 224it mostly means 'this object is active'.
157 225
158For 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
159of flags from objects in his inventory is toggled by this flag. 227of flags from objects in his inventory is toggled by this flag.
160 228
161=item FLAG_IS_USED_UP 229=item FLAG_IS_USED_UP
162 230
163This 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>
164of 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.
165it is removed.
166 233
167If 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
168this 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
169of the duration field in this context. 236of the duration field in this context.
170 237
171If FLAG_APPLIED is not set the object is destroyed. 238If FLAG_APPLIED is not set the object is destroyed.
172 239
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
173=item FLAG_IS_A_TEMPLATE (internal use) 261=item FLAG_IS_A_TEMPLATE (internal use)
174 262
175This 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,
176or 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.
177 265
178=item FLAG_AUTO_APPLY 266=item FLAG_AUTO_APPLY
179 267
180This flag has currently only meaning for the TREASURE type, see below. 268This flag has currently only meaning for the B<TREASURE> type, see below.
181 269
182=item FLAG_ACTIVATE_ON_PUSH 270=item FLAG_ACTIVATE_ON_PUSH
183 271
184This flag has only meaning for objects that can be linked together 272This flag has only meaning for objects that can be linked together
185with the 'connected' field and controls wether the object should 273by the I<connected> field and controls wether the object should
186be activated when the connection is 'pushed' or it is 'released'. 274be activated when the connection is 'pushed' or it is 'released'.
187 275
276What 'pushed' and 'released' means depends on the object that
277activates the connection.
278
188This flag is by default on. 279This flag is by default on.
189 280
190=item FLAG_ACTIVATE_ON_RELEASE 281=item FLAG_ACTIVATE_ON_RELEASE
191 282
192This flag has only meaning for objects that can be linked together 283This flag has only meaning for objects that can be linked together
193with the 'connected' field and controls wether the object should 284by the I<connected> field and controls wether the object should
194be activated when the connection is 'pushed' or it is 'released'. 285be activated when the connection is 'pushed' or it is 'released'.
195 286
287What 'pushed' and 'released' means depends on the object that
288activates the connection.
289
196This flag is by default on. 290This flag is by default on.
197 291
198=back 292=item FLAG_NO_STEAL
199 293
200=head2 Description of type specific attributes 294When this flag is set this object can't be stolen. The flag will be
295resetted once the object is placed on a map.
296
297When this flag is set on a monster it can defent attempts of stealing
298(but in this context the flag is only used internally).
299
300=item FLAG_NO_SKILL_IDENT
301
302This flag is mostly used internal and prevents unidentified objects
303(objects which don't have FLAG_IDENTIFIED set) being identified
304multiple times by skills.
305
306This flag is used to mark objects which were unsuccessfully identified by a
307players skill. So that multiple tries of identifying aren't more effective than
308one.
309
310=item FLAG_REFLECTING
311
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
201 323
202The beginning of the headers of the following subsection 324The beginning of the headers of the following subsection
203are 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.
204 326
205=head3 TRANSPORT - type 2 - Player transports 327=head3 B<TRANSPORT> - type 2 - Player transports
206 328
207This 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
208attributes that affect it. 330fields that affect it.
209 331
210=head3 ROD - type 3 - Rods that fire spells 332=head3 B<ROD> - type 3 - Rods that fire spells
211 333
212Rods contain spells and can be fired by a player. 334Rods contain spells and can be fired by a player.
213 335
214=over 4 336=over 4
215 337
216=item level <number> 338=item I<level> <number>
217 339
218This 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
219with 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.
220The level of the spell that is being fired depends mostly on 342The level of the spell that is being fired depends mostly on
221the 'use magic item' skill level of the player and 1/10 of the level of the 343the 'use magic item' skill level of the player and 1/10 of the level of the
222rod is added as bonus. 344rod is added as bonus.
223 345
224=item hp <number> 346=item I<hp> <number>
225 347
226The amount of spellpoints this rod has left. 348The amount of spellpoints this rod has left.
227 349
228=item maxhp <number> 350=item I<maxhp> <number>
229 351
230The maximum amount of spellpoints this rod has. 352The maximum amount of spellpoints this rod has.
231 353
232=item skill <skill name> 354=item I<skill> <skill name>
233 355
234This field determines which skill you need to apply this object. 356This field determines which skill you need to apply this object.
235 357
236=back 358=back
237 359
238=head3 TREASURE - type 4 - Treasures 360=head3 B<TREASURE> - type 4 - Treasures
239 361
240This type of objects are for random treasure generation in maps. 362This type of objects are for random treasure generation in maps.
241If this object is applied by a player it will replace itself with it's 363If this object is applied by a player it will replace itself with it's
242inventory. If it is automatically applied 364inventory. If it is automatically applied
243generate a treasure and replace itself with the generated treasure. 365generate a treasure and replace itself with the generated treasure.
245Chests are also of this type, their treasures are generated by 367Chests are also of this type, their treasures are generated by
246the auto apply code on map instantiation. 368the auto apply code on map instantiation.
247 369
248=over 4 370=over 4
249 371
250=item hp <number> 372=item I<hp> <number>
251 373
252The number of treasures to generate. 374The number of treasures to generate.
253 375
254=item exp <level> 376=item I<exp> <level>
255 377
256If 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
257and the difficulty for the treasurecode only depends on the maps difficulty, 379and the difficulty for the treasurecode only depends on the maps difficulty,
258otherwise the exp field has the following meaning: 380otherwise the exp field has the following meaning:
259 381
262worth 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.
263 385
264If 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
265generation code. 387generation code.
266 388
267=item randomitems <treasurelist> 389=item I<randomitems> <treasurelist>
268 390
269The 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
270treasure objects inventory. 392treasure objects inventory.
271 393
272=back 394=back
273 395
274=head3 POTION - type 5 - Potions for drinking and other nastynesses 396=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
275 397
276These 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
277of the time has the meaning of 'drinking'. 399of the time has the meaning of 'drinking'.
278 400
279If 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
284If 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
285will yield an explosion and hurt the player. 407will yield an explosion and hurt the player.
286 408
287=over 4 409=over 4
288 410
289=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>
290 412
291These stat fields determine how many stat points the player gets 413These stat fields determine how many stat points the player gets
292when he applies this potion. 414when he applies this potion.
293 415
294If 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.
295 417
296=item sp <number> 418=item I<sp> <number>
297 419
298If this field is set and the randomitems field is not set 420If this field is set and the randomitems field is not set
299the field is interpreted as spell number, please look the right 421the field is interpreted as spell number, please look the right
300number up in common/loader.C. 422number up in common/loader.C.
301 423
302If 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
303map loading code. 425map loading code.
304 426
305=item attacktype <attacktype> 427=item I<attacktype> <attacktype>
306 428
307This field has some special meaning in potions, currently the 429This field has some special meaning in potions, currently the
308bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 430bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
309restoration potion or improvement potion. 431restoration potion or improvement potion.
310See include/attackinc.h for the bits of these types. 432See include/attackinc.h for the bits of these types.
315into him. 437into him.
316 438
317If 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.
318When 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.
319 441
320=item resist_<resistancy> <number> 442=item I<resist_RESISTANCY> <number>
321 443
322If 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
323will create a force that give the player this specific resistancy. 445will create a force that give the player this specific resistancy.
324The 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)
325and 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
326FORCE_NAME (at the moment of this writing spell/force.arc). 448FORCE_NAME (at the moment of this writing spell/force.arc).
327 449
328=item randomitems <treasurelist> 450=item I<randomitems> <treasurelist>
329 451
330The 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
331with the treasurelist specified here. (I guess it's highly undefined what 453with the treasurelist specified here. (I guess it's highly undefined what
332happens if there is not a spell in the potions inventory). 454happens if there is not a spell in the potions inventory).
333 455
334=item on_use_yield <archetype> 456=item I<on_use_yield> <archetype>
335 457
336When this object is applied an instance of <archetype> will be created. 458When this object is applied an instance of <archetype> will be created.
337 459
338=item subtypes <potion subtype> 460=item I<subtypes> <potion subtype>
339 461
340see include/spells.h for possible potion subtypes, there are currently 4: 462see include/spells.h for possible potion subtypes, there are currently 4:
341 463
342=over 4 464=over 4
343 465
346Unused, default behaiour of a potion. 468Unused, default behaiour of a potion.
347 469
348=item POT_DUST 470=item POT_DUST
349 471
350This 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,
351the 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
352server will log an error. 474server will log an error.
353 475
354=item POT_FIGURINE 476=item POT_FIGURINE
355 477
356Unused, default behaiour of a potion. 478Unused, default behaiour of a potion.
361 483
362=back 484=back
363 485
364=back 486=back
365 487
366=head3 FOOD - type 6 - Eatable stuff 488=head3 B<FOOD> - type 6 - Eatable stuff
367 489
368This is for objects that are representing general eatables like 490This is for objects that are representing general eatables like
369beef or bread. 491beef or bread.
370 492
371The main difference between FOOD, FLESH and DRINK is that they 493The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
372give different messages. 494give different messages.
373 495
374The specialty of FLESH is that it inherits the resistancies of the 496The specialty of B<FLESH> is that it inherits the resistancies of the
375monsters it was generated in and will let dragons raise their resistancies 497monsters it was generated in and will let dragons raise their resistancies
376with that. 498with that. If the monster has the B<POISON> attacktype the B<FLESH>
499will change into B<POISON>.
377 500
378If 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>
379and 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>.
380 503
381=over 4 504=over 4
382 505
383=item title <string> 506=item I<title> <string>
384 507
385If 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
386fields 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>,
387are 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.
388 512
389The 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
390(except for hp and sp). 514(except for I<hp> and I<sp>).
391 515
392=item food <number> 516=item I<food> <number>
393 517
394This 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.
395 519
396=item on_use_yield <archetype> 520=item I<on_use_yield> <archetype>
397 521
398When this object is applied an instance of <archetype> will be created. 522When this object is applied an instance of <archetype> will be created.
399 523
400=back 524=back
401 525
526=head3 B<POISON> - type 7 - Poisonous stuff
527
528This type is for objects that can poison the player when he drinks/applies it.
529When applied it will hit the attacked with AT_POISON and will create
530a B<POISONING> object in the one who was hit.
531
532=over 4
533
534=item I<level> <number>
535
536This field affects the propability of poisoning. The higher the level difference
537between the one who is hit and the poision the more propable it is the attacked
538one will be poisoned.
539
540=item I<slaying> <race>
541
542This field has the usual meaning of 'slaying', when the
543poisoned's race matches the I<slaying> field the damage done by the poison
544is multiplied by 3.
545
546=item I<hp> <number>
547
548This is the amount of damage the player will receive from applying this. The
549attacktype AT_POISON will be used to hit the player and the damage will
550determine the strenght, duration and depletion of stats of the poisoning. The
551created B<POISONING> object which is being placed in the one who was attacked will
552get the damage from this field (which is maybe adjusted by slaying or the
553resistancies).
554
555=item I<food> <number>
556
5571/4 of <number> will be drained from the players I<food>.
558
559=item I<on_use_yield> <archetype>
560
561When this object is applied an instance of <archetype> will be created.
562
563=back
564
565=head3 B<BOOK> - type 8 - Readable books
566
567This type is basically for representing text books in the game.
568
569Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
570
571=over 4
572
573=item I<msg> <text>
574
575This is the contents of the book. When this field is unset
576at treasure generation a random text will be inserted.
577
578=item I<skill> <skill name>
579
580The skill required to read this book. (The most resonable
581skill would be literacy).
582
583=item I<exp> <number>
584
585The experience points the player get for reading this book.
586
587=item I<subtype> <readable subtype>
588
589This field determines the type of the readable.
590Please see common/readable.C in the readable_message_types table.
591
592=back
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
402=head3 WEAPON - type 15 - Weapons 765=head3 B<WEAPON> - type 15 - Weapons
403 766
404This type is for general hack and slash weapons like swords, maces 767This type is for general hack and slash weapons like swords, maces
405and daggers and and .... 768and daggers and and ....
406 769
407=over 4 770=over 4
408 771
409=item weapontype <type id> 772=item I<weapontype> <type id>
410 773
411decides what attackmessages are generated, see include/define.h 774decides what attackmessages are generated, see include/define.h
412 775
413=item attacktype <bitmask> 776=item I<attacktype> <bitmask>
414 777
415bitfield which decides the attacktype of the damage, see include/attackinc.h 778bitfield which decides the attacktype of the damage, see include/attackinc.h
416 779
417=item dam <number> 780=item I<dam> <number>
418 781
419amount of damage being done with the attacktype 782amount of damage being done with the attacktype
420 783
421=item item_power <level> 784=item I<item_power> <level>
422 785
423the itempower of this weapon. 786the itempower of this weapon.
424 787
425=item name 788=item I<name>
426 789
427the name of the weapon. 790the name of the weapon.
428 791
429=item level (internal) 792=item I<level> (internal)
430 793
431The improvement state of the weapon. 794The improvement state of the weapon.
432If 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
433characters name who improved this weapon. 796characters name who improved this weapon.
434 797
435=item last_eat (internal) 798=item I<last_eat> (internal)
436 799
437seems to be the amount of improvements of a weapon, 800This seems to be the amount of improvements of a weapon,
438the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 801the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
439 802
440 ((who->level / 5) + 5) >= op->last_eat 803 ((who->level / 5) + 5) >= op->last_eat
441 804
442=item last_sp 805=item I<last_sp>
443 806
444the weapon speed (see magic description) 807the weapon speed (see magic description)
445 808
446=item food <number> 809=item I<food> <number>
447 810
448addition to food regeneration of the player 811addition to food regeneration of the player
449 812
450=item hp <number> 813=item I<hp> <number>
451 814
452addition to health regeneration 815addition to health regeneration
453 816
454=item sp <number> 817=item I<sp> <number>
455 818
456addition to mana regeneration 819addition to mana regeneration
457 820
458=item grace <number> 821=item I<grace> <number>
459 822
460addititon to grace regeneration 823addititon to grace regeneration
461 824
462=item gen_sp_armour <number> 825=item I<gen_sp_armour> <number>
463 826
464the 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
465gen_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
466is multiplied: gen_sp *= 10/<number> 829do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
467meaning: values > 10 of gen_sp_armour limits the amout of regenerated 830I<gen_sp_armour> limits the amout of regenerated spellpoints.
468spellpoints.
469 831
470generally 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
471sp regeneration. 833I<sp> regeneration.
472 834
473=item body_<body slot/part> 835=item I<body_BODYSLOT>
474 836
475the 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
476looked up in common/item.C at body_locations. 838looked up in common/item.C at body_locations.
477 839
478=item resist_<resistnacy> <number> 840=item I<resist_RESISTNACY> <number>
479 841
480this 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%
481is multiplied, something like this: 843is multiplied, something like this:
482 844
483 additional_resistancy = (100 - current_resistanct) * (<number>/100) 845 additional_resistancy = (100 - current_resistanct) * (<number>/100)
487 849
488 'total resistance = total protections - total vulnerabilities' 850 'total resistance = total protections - total vulnerabilities'
489 851
490see also common/living.C:fix_player 852see also common/living.C:fix_player
491 853
492=item patch_(attuned|repelled|denied) 854=item I<path_(attuned|repelled|denied)>
493 855
494this 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_*
495for the pathes. 857for the pathes.
496 858
497=item luck <number> 859=item I<luck> <number>
498 860
499this luck is added to the players luck 861this luck is added to the players I<luck>
500 862
501=item move_type 863=item I<move_type>
502 864
503if 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>
504 866
505=item exp <number> 867=item I<exp> <number>
506 868
507the 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.
508if <number> < 0 then the added_speed is decreased by <number> 870if <number> < 0 then the added_speed is decreased by <number>
509 871
510=item weight 872=item I<weight>
511 873
512the weight of the weapon 874the weight of the weapon
513 875
514=item magic 876=item I<magic>
515 877
516the magic field affects the amounts of the following fields: 878the I<magic> field affects the amounts of the following fields:
517 879
518 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 880 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
519 881
520 - 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
521 883
522 - dam: the players dam is adjusted by: player->dam += (dam + magic) 884 - dam: the players dam is adjusted by: player->dam += (dam + magic)
523 885
524 - 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
525 (minium is 0) 887 (minium is 0)
526 888
527=item ac <number> 889=item I<ac> <number>
528 890
529the 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.
530 892
531=item wc <number> 893=item I<wc> <number>
532 894
533the 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.
534 896
535=back 897=back
536 898
537=head4 Player inherits following flags from weapons: 899=head4 Player inherits following flags from weapons:
538 900
543 FLAG_XRAYS 905 FLAG_XRAYS
544 FLAG_BLIND 906 FLAG_BLIND
545 FLAG_SEE_IN_DARK 907 FLAG_SEE_IN_DARK
546 FLAG_UNDEAD 908 FLAG_UNDEAD
547 909
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
548=head3 DRINK - type 54 - Drinkable stuff 959=head3 B<DRINK> - type 54 - Drinkable stuff
549 960
550See FOOD description. 961See B<FOOD> description.
551 962
552=head3 CHECK_INV - type 64 - Inventory checkers 963=head3 B<CHECK_INV> - type 64 - Inventory checkers
553 964
554This object checks whether the player has a specific item in his 965This object checks whether the player has a specific item in his
555inventory when he moves above the inventory checker. If the player has 966inventory when he moves above the inventory checker. If the player has
556the item (or not, which can be controlled with a flag) a connection will be triggered. 967the item (or not, which can be controlled with a flag) a connection will be triggered.
557 968
558If 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
559the inventory checker is on, see 'move_block' description below. 970the inventory checker is on, see I<move_block> description below.
560 971
561The 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.
562So matching one of those conditions is enough. 973So matching one of those conditions is enough.
563 974
564=over 4 975=over 4
565 976
566=item move_block <move type bitmask> 977=item I<move_block> <move type bitmask>
567 978
568If 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
569onto 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
570(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.
571 982
572=item last_sp (0|1) 983=item I<last_sp> (0|1)
573 984
574If 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
575activate the connection or make the space with the checker non-blocking. 986activate the connection or make the space with the checker non-blocking.
576If 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
577or make the space with the checker non-blocking. 988or make the space with the checker non-blocking.
578 989
579=item last_heal (0|1) 990=item I<last_heal> (0|1)
580 991
581If 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
582activates a connection and finds the item in the inventory. 993activates a connection and finds the item in the inventory.
583 994
584(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)
585 996
586=item hp <number> 997=item I<hp> <number>
587 998
588If 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
589with the type id <number>. 1000with the type id <number>.
590 1001
591=item slaying <string> 1002=item I<slaying> <string>
592 1003
593If 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
594has 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).
595 1006
596=item race <string> 1007=item I<race> <string>
597 1008
598If 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
599has the archetype name that matches <string>. 1010has the archetype name that matches <string>.
600 1011
601=item connected <connection id> 1012=item I<connected> <connection id>
602 1013
603This 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.
604 1017
605=back 1018See also the description of the I<connected> field in the generic object field
1019section.
606 1020
1021=back
1022
607=head3 FLESH - type 72 - Organs and body parts 1023=head3 B<FLESH> - type 72 - Organs and body parts
608 1024
609See FOOD description. 1025See B<FOOD> description.
610 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
611=head3 HOLE - type 94 - Holes 1096=head3 B<HOLE> - type 94 - Holes
612 1097
613Holes 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
614opens 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
615precisely: if their head is above the hole). 1100precisely: if their head is above the hole).
616 1101
1102When the B<HOLE> is activated it's speed is set to 0.5.
1103
617Trapdoors can only transfer the one who falls through to other coordinates 1104These holes can only transfer the one who falls through to other coordinates
618on the B<same> map. 1105on the same map.
619 1106
620=over 4 1107=over 4
621 1108
622=item maxsp (0|1) 1109=item I<maxsp> (0|1)
623 1110
624This 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
625open/close when the connection is deactivated. Otherwise it will open/close 1112open/close when the connection is deactivated. Otherwise it will open/close
626when the connection is activated. This field only has effect when the 1113when the connection is activated. This field only has effect when the
627connection is triggered. So if you put a closed hole on a map, and the 1114connection is triggered. So if you put a closed hole on a map, and the
628connection is deactivated, and maxsp is 1 the hole will remain closed until the 1115connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
629connection was triggered once. 1116connection was triggered once.
630 1117
631=item connected <connection id> 1118=item I<connected> <connection id>
632 1119
633This 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
634activated. 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
635at which connection state the object is activated. 1122at which connection state the object is activated.
636 1123
637For 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
638the connection is released. 1125the connection is released.
639 1126
640=item wc <number> (internal) 1127=item I<wc> <number> (internal)
641 1128
642This 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
643yet 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
644set 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
645the 'open' animation step (wc = 0), the hole is open. 1132the 'open' animation step (I<wc> = 0), the hole is open.
646 1133
647=item sp <number> 1134=item I<sp> <number>
648 1135
649The destination y coordinates on the same map. 1136The destination y coordinates on the same map.
650 1137
651=item hp <number> 1138=item I<hp> <number>
652 1139
653The destination x coordinates on the same map. 1140The destination x coordinates on the same map.
654 1141
655=back 1142=back
656 1143
1144=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1145
1146This type is doing the actual damage to the ones who were attacked
1147via AT_POISON (or drank B<POISON>).
1148
1149The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1150there for details).
1151
1152=over 4
1153
1154=item I<dam> <number>
1155
1156Each time the poisoning is proccessed (which is determined by the I<speed> and
1157I<speed_left> fields, see the general object fields description above) it hits
1158the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1159simply hit the player with no strings attached).
1160
1161=item I<food> <number>
1162
1163Just a note: The posioning is removed if I<food> == 1 and not if
1164the whole I<duration> is up, because the B<POISONING> code has to remove
1165the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1166deletes the B<POISONING> object.
1167
1168=back
1169
657=head3 FORCE - type 114 - Forces 1170=head3 B<FORCE> - type 114 - Forces
658 1171
659Forces 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
660disappearing 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
661inventory. 1174inventory.
662 1175
663Forces 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.
664 1177
665Whether 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
666speed 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.
667fields.
668 1180
669NOTE: 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
670like 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.
6710 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
672If 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
673Generally 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.
674 1187
675=over 4 1188=over 4
676 1189
677=item duration 1190=item I<duration>
678 1191
679While 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
680decreased each tick by 1. 1193decreased each tick by 1.
681 1194
682If it reaches 0 the force/object is destroyed. 1195If it reaches 0 the force/object is destroyed.
685FLAG_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
686what happens then. 1199what happens then.
687 1200
688=back 1201=back
689 1202
690=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1203=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
691 1204
692This 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
693giving potion. It has mainly the same behaviour as a FORCE. 1206giving potion. It has mainly the same behaviour as a B<FORCE>.
694 1207
695The 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,
696so 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
697fire. 1210fire.
698 1211
699Multiple 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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