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Revision 1.2 by elmex, Mon Dec 18 12:01:20 2006 UTC vs.
Revision 1.22 by root, Mon May 7 06:21:20 2007 UTC

7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
79=item speed <numeric> 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
138This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
139the more seldom the object is processed. And the higher I<speed> is
140the more often the object is processed.
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
99=item no_drop (0|1) 151=item I<no_drop> (0|1)
100 152
101Sets the flag FLAG_NO_DROP. See the Flags section below. 153Sets the flag FLAG_NO_DROP.
154See Flags section below.
102 155
103=item applied (0|1) 156=item I<applied> (0|1)
104 157
105Sets the flag FLAG_APPLIED. See the Flags section below. 158Sets the flag FLAG_APPLIED.
159See Flags section below.
106 160
107=item is_used_up (0|1) 161=item I<is_used_up> (0|1)
108 162
109Sets the flag FLAG_IS_USED_UP. See Flags section below. 163Sets the flag FLAG_IS_USED_UP.
164See Flags section below.
110 165
166=item I<changing> (0|1)
167
168Sets the flag FLAG_CHANGING.
169See Flags section below.
170
171=item I<auto_apply> (0|1)
172
173Sets the flag FLAG_AUTO_APPLY.
174See Flags section below.
175
176=item I<no_steal> (0|1)
177
178Sets the flag FLAG_NO_STEAL.
179See Flags section below.
180
181=item I<reflecting> (0|1)
182
183Sets the flag FLAG_REFLECTING.
184See Flags section below.
185
186=item I<reflect_spell> (0|1)
187
188Sets the flag FLAG_REFL_SPELL.
189See Flags section below.
190
191=item I<no_skill_ident> (0|1)
192
193Sets the flag FLAG_NO_SKILL_IDENT.
194See Flags section below.
195
196=item I<activate_on_push> (0|1) (default: 1)
197
198Sets the flag FLAG_ACTIVATE_ON_PUSH.
199See Flags section below.
200
201=item I<activate_on_release> (0|1) (default: 1)
202
203Sets the flag FLAG_ACTIVATE_ON_RELEASE.
204See Flags section below.
205
206=item I<is_lightable> (0|1)
207
208Sets the flag FLAG_IS_LIGHTABLE.
209See Flags section below.
210
111=item editable (more than deprecated) 211=item I<editable> (more than deprecated)
112 212
113This field had a special meaning for crossedit, which used parts 213This field had a special meaning for crossedit, which used parts
114of the server code for editing. Wherever you see this attribute being 214of the server code for editing. Wherever you see this field being
115set 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
116field anymore. 216field anymore.
117 217
118=back 218=back
119 219
131 231
132This 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.
133For 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
134it mostly means 'this object is active'. 234it mostly means 'this object is active'.
135 235
136For 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
137of flags from objects in his inventory is toggled by this flag. 237of flags from objects in his inventory is toggled by this flag.
138 238
139=item FLAG_IS_USED_UP 239=item FLAG_IS_USED_UP
140 240
141This 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>
142of 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.
143it is removed.
144 243
145If 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
146this 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
147of the duration field in this context. 246of the duration field in this context.
148 247
149=back 248If FLAG_APPLIED is not set the object is destroyed.
150 249
151=head2 Description of type specific attributes 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
271=item FLAG_IS_A_TEMPLATE (internal use)
272
273This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
274or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
275
276=item FLAG_AUTO_APPLY
277
278This flag has currently only meaning for the B<TREASURE> type, see below.
279
280=item FLAG_ACTIVATE_ON_PUSH
281
282This flag has only meaning for objects that can be linked together
283by the I<connected> field and controls wether the object should
284be activated when the connection is 'pushed' or it is 'released'.
285
286What 'pushed' and 'released' means depends on the object that
287activates the connection.
288
289This flag is by default on.
290
291=item FLAG_ACTIVATE_ON_RELEASE
292
293This flag has only meaning for objects that can be linked together
294by the I<connected> field and controls wether the object should
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.
299
300This flag is by default on.
301
302=item FLAG_NO_STEAL
303
304When this flag is set this object can't be stolen. The flag will be
305resetted once the object is placed on a map.
306
307When this flag is set on a monster it can defent attempts of stealing
308(but in this context the flag is only used internally).
309
310=item FLAG_NO_SKILL_IDENT
311
312This flag is mostly used internal and prevents unidentified objects
313(objects which don't have FLAG_IDENTIFIED set) being identified
314multiple times by skills.
315
316This flag is used to mark objects which were unsuccessfully identified by a
317players skill. So that multiple tries of identifying aren't more effective than
318one.
319
320=item FLAG_REFLECTING
321
322This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
323to indicate whether this object reflects off walls.
324
325=item FLAG_REFL_SPELL
326
327This flag indicates whether something reflects spells, like spell reflecting
328amuletts.
329
330=item FLAG_IS_LIGHTABLE
331
332This flag indicates whether a B<LIGHTER> can light this object. See also the
333description of the B<LIGHTER> type. How easy you can light an item depends
334partially on the material of the object.
335
336=back
337
338=head2 Description of type specific fields and behaviour
152 339
153The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
154are 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.
155The numeric values are maybe not 100% accurate, as the code is a changing
156target, please consult include/define.h in doubt :-)
157 342
343=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
344
345speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346changes.
347
348 (based on value that last_sp takes):
349 0: 'furious' Makes all monsters aggressive
350 1: 'angry' As above but pets are unaffected
351 2: 'calm' Makes all monsters unaggressive
352 3: 'sleep' Puts all monsters to sleep
353 4: 'charm' Makes monster into a pet of person
354 who triggers the square. This setting
355 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space
358
359=head3 B<TRANSPORT> - type 2 - Player transports
360
361This type is implemented by the transport extension and has currently no special
362fields that affect it.
363
364=head3 B<ROD> - type 3 - Rods that fire spells
365
366Rods contain spells and can be fired by a player.
367
368=over 4
369
370=item I<level> <number>
371
372This field is used for calculating the spell level that can be fired
373with this rod, it's also the maximum level of the spell that can be fired.
374The level of the spell that is being fired depends mostly on
375the 'use magic item' skill level of the player and 1/10 of the level of the
376rod is added as bonus.
377
378=item I<hp> <number>
379
380The amount of spellpoints this rod has left.
381
382=item I<maxhp> <number>
383
384The maximum amount of spellpoints this rod has.
385
386=item I<skill> <skill name>
387
388This field determines which skill you need to apply this object.
389
390=back
391
392=head3 B<TREASURE> - type 4 - Treasures
393
394This type of objects are for random treasure generation in maps.
395If this object is applied by a player it will replace itself with it's
396inventory. If it is automatically applied
397generate a treasure and replace itself with the generated treasure.
398
399Chests are also of this type, their treasures are generated by
400the auto apply code on map instantiation.
401
402=over 4
403
404=item I<hp> <number>
405
406The number of treasures to generate.
407
408=item I<exp> <level>
409
410If FLAG_AUTO_APPLY is not set the exp field has no further meaning
411and the difficulty for the treasurecode only depends on the maps difficulty,
412otherwise the exp field has the following meaning:
413
414If this field is not 0 it is passed as the difficulty
415to the treasure generation code to determine how good, how much
416worth a treasure is or what bonuses it is given by the treasure code.
417
418If this field is not set or 0 the difficulty of the map is passed to the treasure
419generation code.
420
421=item I<randomitems> <treasurelist>
422
423The treasurelist to use to generate the treasure which is put in the
424treasure objects inventory.
425
426=back
427
428=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
429
430These objects contain a spell and will emit it on apply, which most
431of the time has the meaning of 'drinking'.
432
433If no resistancy field, stat field or attacktype is set and no spell
434is put in the potion by the sp field or the randomitems the
435potion will become an artifact and the artifact code decides which kind
436of potion will be generated.
437
438If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
439will yield an explosion and hurt the player.
440
441=over 4
442
443=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
444
445These stat fields determine how many stat points the player gets
446when he applies this potion.
447
448If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
449
450=item I<sp> <number>
451
452If this field is set and the randomitems field is not set
453the field is interpreted as spell number, please look the right
454number up in common/loader.C.
455
456If this field is set the randomitems field will be unset by the
457map loading code.
458
459=item I<attacktype> <attacktype>
460
461This field has some special meaning in potions, currently the
462bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
463restoration potion or improvement potion.
464See include/attackinc.h for the bits of these types.
465
466If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
467will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
468set the player will be drained a random stat by inserting an ARCH_DEPLETION
469into him.
470
471If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
472When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
473
474=item I<resist_RESISTANCY> <number>
475
476If this stat is set and no spell is in the potion the potion
477will create a force that give the player this specific resistancy.
478The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
479and the potion will last 10 times longer than the default force archetype
480FORCE_NAME (at the moment of this writing spell/force.arc).
481
482=item I<randomitems> <treasurelist>
483
484The inventory/spell of the potion will be created by calling the treasure code
485with the treasurelist specified here. (I guess it's highly undefined what
486happens if there is not a spell in the potions inventory).
487
488=item I<on_use_yield> <archetype>
489
490When this object is applied an instance of <archetype> will be created.
491
492=item I<subtypes> <potion subtype>
493
494see include/spells.h for possible potion subtypes, there are currently 4:
495
496=over 4
497
498=item POT_SPELL
499
500Unused, default behaiour of a potion.
501
502=item POT_DUST
503
504This potion can be thrown to cast the spell that it has in it's inventory,
505the behaviour is not defined if there is not a B<SPELL> in the inventory and the
506server will log an error.
507
508=item POT_FIGURINE
509
510Unused, default behaiour of a potion.
511
512=item POT_BALM
513
514Unused, default behaiour of a potion.
515
516=back
517
518=back
519
520=head3 B<FOOD> - type 6 - Eatable stuff
521
522This is for objects that are representing general eatables like
523beef or bread.
524
525The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
526give different messages.
527
528The specialty of B<FLESH> is that it inherits the resistancies of the
529monsters it was generated in and will let dragons raise their resistancies
530with that. If the monster has the B<POISON> attacktype the B<FLESH>
531will change into B<POISON>.
532
533If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
534and if he doesn't find any of that he will start eating B<FLESH>.
535
536=over 4
537
538=item I<title> <string>
539
540If the food has B<title> set or is cursed it is considered 'special', which
541means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
542I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
543on the player.
544
545The higher the I<food> field is the longer the improvement of the player lasts
546(except for I<hp> and I<sp>).
547
548=item I<food> <number>
549
550This is the amount of food points the player gets when he eats this.
551
552=item I<on_use_yield> <archetype>
553
554When this object is applied an instance of <archetype> will be created.
555
556=back
557
558=head3 B<POISON> - type 7 - Poisonous stuff
559
560This type is for objects that can poison the player when he drinks/applies it.
561When applied it will hit the attacked with AT_POISON and will create
562a B<POISONING> object in the one who was hit.
563
564=over 4
565
566=item I<level> <number>
567
568This field affects the propability of poisoning. The higher the level difference
569between the one who is hit and the poision the more propable it is the attacked
570one will be poisoned.
571
572=item I<slaying> <race>
573
574This field has the usual meaning of 'slaying', when the
575poisoned's race matches the I<slaying> field the damage done by the poison
576is multiplied by 3.
577
578=item I<hp> <number>
579
580This is the amount of damage the player will receive from applying this. The
581attacktype AT_POISON will be used to hit the player and the damage will
582determine the strenght, duration and depletion of stats of the poisoning. The
583created B<POISONING> object which is being placed in the one who was attacked will
584get the damage from this field (which is maybe adjusted by slaying or the
585resistancies).
586
587=item I<food> <number>
588
5891/4 of <number> will be drained from the players I<food>.
590
591=item I<on_use_yield> <archetype>
592
593When this object is applied an instance of <archetype> will be created.
594
595=back
596
597=head3 B<BOOK> - type 8 - Readable books
598
599This type is basically for representing text books in the game.
600
601Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
602
603=over 4
604
605=item I<msg> <text>
606
607This is the contents of the book. When this field is unset
608at treasure generation a random text will be inserted.
609
610=item I<skill> <skill name>
611
612The skill required to read this book. (The most resonable
613skill would be literacy).
614
615=item I<exp> <number>
616
617The experience points the player get for reading this book.
618
619=item I<subtype> <readable subtype>
620
621This field determines the type of the readable.
622Please see common/readable.C in the readable_message_types table.
623
624=back
625
626=head3 B<CLOCK> - type 9 - Clocks
627
628This type of objects just display the time when being applied.
629
630=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
631
632This is a spell effect of a moving bolt. It moves straigt forward
633through the map until something blocks it.
634If FLAG_REFLECTING is set it even reflects on walls.
635
636FLAG_IS_TURNABLE should be set on these objects.
637
638=over 4
639
640=item I<move_type> <movetype>
641
642This field affects the move type with which the lightning moves through
643the map and which map cells will reflect or block it.
644
645=item I<attacktype> <attacktype>
646
647The attacktype with which it hits the objects on the map.
648
649=item I<dam> <number>
650
651The damage this bolt inflicts when it hits objects on the map.
652
653=item I<Dex> <number>
654
655This is the fork percentage, it is reduced by 10 per fork.
656And the I<dam> field is halved on each fork.
657
658=item I<Con> (internal)
659
660This value is a percentage of which the forking lightning
661is deflected to the left. This value should be mostly used internally.
662
663=item I<duration> <number>
664
665The duration the bolt stays on a map cell. This field is decreased each time
666the object is processed (see the meaning of I<speed> and I<speed_left> fields in
667the generic object field description).
668
669=item I<range> <number>
670
671This is the range of the bolt, each space it advances this field is decreased.
672
673=back
674
675=head3 B<ARROW> - type 13 - Arrows
676
677This is the type for objects that represent projectiles like arrows.
678The movement of B<THROWN_OBJ>s behave similar to this type.
679
680Flying arrows are stopped either when they hit something blocking
681(I<move_block>) or something which is alive.
682If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
683set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
684damage with a small chance which is affected by the I<level> field of the arrow.
685
686If FLAG_REFLECTING is set on the arrow it will bounce off everything
687that is not alive and blocks it's movement.
688
689When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
690fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
691the object, to restore them once the arrow has been stopped.
692
693=over 4
694
695=item I<dam> <number>
696
697The amount of damage that is being done to the victim that gets hit.
698This field is recomputed when the arrow is fired and will consist
699of the sum of a damage bonus (see description of the B<BOW> type),
700the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
701and the arrows I<magic> field.
702
703=item I<wc> <number>
704
705The weapon class of the arrow, which has effect on the propability of hitting.
706
707It is recomputed when the arrow is being fired by this formula:
708
709 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
710 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
711
712When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
713level is not added.
714
715wc_mod is dependend on the fire mode of the bow. For a more detailed
716explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
717
718=item I<magic> <number>
719
720This field is added to the damage of the arrow when it is shot and
721will also improve it's I<speed> by 1/5 of it's value.
722
723=item I<attacktype> <attacktype>
724
725Bitfield which decides the attacktype of the damage, see include/attackinc.h
726On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
727
728=item I<level> <number> (interally used)
729
730The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
731see above in the B<ARROW> description.
732
733The I<level> is set when the arrow is fired to either the skill level or the
734shooters level.
735
736=item I<speed> <number> (internal)
737
738This field shouldn't be set directly in the archetype, the arrow will get it's
739I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
740arrow will be stopped immediatly.
741
742On fireing the I<speed> of the arrow is computed of 1/5 of the
743sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
744of the bows I<dam> field is added to the I<speed> of the arrow.
745
746The minimum I<speed> of an arrow is 1.0.
747
748While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
749
750If the I<speed> is above 10.0 it goes straight through the creature it hits and
751it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
752stopped and either sticked into the victim (see I<weight> field description) or
753put on it's map square (if it didn't break, see description of the I<food> field).
754
755=item I<weight> <number>
756
757This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
758the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
759
760=item I<food> <number>
761
762The breaking percentage. 100 (%) means: breaks on usage for sure.
763
764=item I<inventory> (internal)
765
766If the flying/moving object has something in it's inventory and it stops, it
767will be replaced with it's inventory. Otherwise it will be handled as usual,
768which means: it will be calculated whether the arrow breaks and it will be
769reset for reuse.
770
771=item I<slaying> <string>
772
773When the bow that fires this arrow has it's I<slaying> field set it is copied
774to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
775
776=item I<move_type> <movetype> (internally used)
777
778This field is set when the arrow is shot to MOVE_FLY_LOW.
779
780=item I<move_on> <movetype> (internally used)
781
782This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
783
784=item I<race> <string>
785
786The I<race> field is a unique key that assigns arrows, bows and quivers. When
787shooting an arrow the bows I<race> is used to search for arrows (which have the
788same I<race> as the bow) in the players inventory and will recursively search in
789the containers (which are applied and have the same I<race> as the bow and the arrow).
790
791=back
792
793=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
794
795TODO, but take into account B<ARROW> description above!
796
158=head3 WEAPON - type 15 - Weapons 797=head3 B<WEAPON> - type 15 - Weapons
159 798
160This type is for general hack and slash weapons like swords, maces 799This type is for general hack and slash weapons like swords, maces
161and daggers and and .... 800and daggers and and ....
162 801
163=over 4 802=over 4
164 803
165=item weapontype <type id> 804=item I<weapontype> <type id>
166 805
167decides what attackmessages are generated, see include/define.h 806decides what attackmessages are generated, see include/define.h
168 807
169=item attacktype <bitmask> 808=item I<attacktype> <bitmask>
170 809
171bitfield which decides the attacktype of the damage, see include/attackinc.h 810bitfield which decides the attacktype of the damage, see include/attackinc.h
172 811
173=item dam <number> 812=item I<dam> <number>
174 813
175amount of damage being done with the attacktype 814amount of damage being done with the attacktype
176 815
177=item item_power <level> 816=item I<item_power> <level>
178 817
179the itempower of this weapon. 818the itempower of this weapon.
180 819
181=item name 820=item I<name>
182 821
183the name of the weapon. 822the name of the weapon.
184 823
185=item level (internal) 824=item I<level> (internal)
186 825
187The improvement state of the weapon. 826The improvement state of the weapon.
188If this field is greater than 0 the 'name' field starts with the 827If this field is greater than 0 the I<name> field starts with the
189characters name who improved this weapon. 828characters name who improved this weapon.
190 829
191=item last_eat (internal) 830=item I<last_eat> (internal)
192 831
193seems to be the amount of improvements of a weapon, 832This seems to be the amount of improvements of a weapon,
194the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 833the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
195 834
196 ((who->level / 5) + 5) >= op->last_eat 835 ((who->level / 5) + 5) >= op->last_eat
197 836
198=item last_sp 837=item I<last_sp>
199 838
200the weapon speed (see magic description) 839the weapon speed (see magic description)
201 840
202=item food <number> 841=item I<food> <number>
203 842
204addition to food regeneration of the player 843addition to food regeneration of the player
205 844
206=item hp <number> 845=item I<hp> <number>
207 846
208addition to health regeneration 847addition to health regeneration
209 848
210=item sp <number> 849=item I<sp> <number>
211 850
212addition to mana regeneration 851addition to mana regeneration
213 852
214=item grace <number> 853=item I<grace> <number>
215 854
216addititon to grace regeneration 855addititon to grace regeneration
217 856
218=item gen_sp_armour <number> 857=item I<gen_sp_armour> <number>
219 858
220the players gen_sp_armour field (which is per default 10) is added the <number> amount. 859the players I<gen_sp_armour> field (which is per default 10) is being added the
221gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 860<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
222is multiplied: gen_sp *= 10/<number> 861do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
223meaning: values > 10 of gen_sp_armour limits the amout of regenerated 862I<gen_sp_armour> limits the amout of regenerated spellpoints.
224spellpoints.
225 863
226generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 864Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
227sp regeneration. 865I<sp> regeneration.
228 866
229=item body_<body slot/part> 867=item I<body_BODYSLOT>
230 868
231the part of the body you need to use this weapon, possible values should be 869The part/slot of the body you need to use this weapon, possible values for
232looked up in common/item.C at body_locations. 870C<BODYSLOT> should be looked up in common/item.C at body_locations.
233 871
234=item resist_<resistnacy> <number> 872The value (in the range C<-7..7>) gives the number of those body slots
873used up by the item (if negative) or the number of body slots this object
874has (if positive, e.g. for monsters or players). The special value C<0>
875indicates that this object cannot equip items requiring these body slots.
876
877=item I<resist_RESISTANCY> <number>
235 878
236this is the factor with which the difference of the players resistancy and 100% 879this is the factor with which the difference of the players resistancy and 100%
237is multiplied, something like this: 880is multiplied, something like this:
238 881
239 additional_resistancy = (100 - current_resistanct) * (<number>/100) 882 additional_resistancy = (100 - current_resistancy) * (<number>/100)
240 883
241if <number> is negative it is added to the total vulnerabilities, 884if <number> is negative it is added to the total vulnerabilities,
242and later the total resistance is decided by: 885and later the total resistance is decided by:
243 886
244 'total resistance = total protections - total vulnerabilities' 887 'total resistance = total protections - total vulnerabilities'
245 888
246see also common/living.C:fix_player 889see also common/living.C:fix_player.
247 890
248=item patch_(attuned|repelled|denied) 891=item I<path_(attuned|repelled|denied)>
249 892
250this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 893this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
251for the pathes. 894for the pathes.
252 895
253=item luck <number> 896=item I<luck> <number>
254 897
255this luck is added to the players luck 898this luck is added to the players I<luck>
256 899
257=item move_type 900=item I<move_type>
258 901
259if the weapon has a move_type set the player inherits it's move_type 902if the weapon has a I<move_type> set the player inherits it's I<move_type>
260 903
261=item exp <number> 904=item I<exp> <number>
262 905
263the added_speed and bonus_speed of the player is raised by <number>/3. 906the added_speed and bonus_speed of the player is raised by <number>/3.
264if <number> < 0 then the added_speed is decreased by <number> 907if <number> < 0 then the added_speed is decreased by <number>
265 908
266=item weight 909=item I<weight>
267 910
268the weight of the weapon 911the weight of the weapon
269 912
270=item magic 913=item I<magic>
271 914
272the magic field affects the amounts of the following fields: 915the I<magic> field affects the amounts of the following fields:
273 916
274 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 917 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
275 918
276 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 919 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
277 920
278 - dam: the players dam is adjusted by: player->dam += (dam + magic) 921 - dam: the players dam is adjusted by: player->dam += (dam + magic)
279 922
280 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 923 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
281 (minium is 0) 924 (minium is 0)
282 925
283=item ac <number> 926=item I<ac> <number>
284 927
285the amount of ac points the player's ac is decreased 928the amount of ac points the player's I<ac> is decreased when applying this object.
286 929
287=item wc <number> 930=item I<wc> <number>
288 931
289the amount of wc points the player's ac is decreased 932the amount of wc points the player's I<wc> is decreased when applying this object.
290 933
291=back 934=back
292 935
293=head4 Player inherits following flags from weapons: 936=head4 Player inherits following flags from weapons:
294 937
295 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 938 FLAG_LIFESAVE
296 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 939 FLAG_REFL_SPELL
940 FLAG_REFL_MISSILE
941 FLAG_STEALTH
942 FLAG_XRAYS
943 FLAG_BLIND
944 FLAG_SEE_IN_DARK
945 FLAG_UNDEAD
297 946
947=head3 B<GRIMREAPER> - type 28 - Grimreapers
948
949These type are mostly used for monsters, they give the
950monster the ability to dissapear after 10 hits with AT_DRAIN.
951
952=over 4
953
954=item I<value> <number>
955
956This field stores the hits the monster did yet.
957
958=back
959
960=head3 B<CREATOR> - type 42 - Object creators
961
962Once a creator is activated by a connection it creates a number of objects
963(cloned from it's inventory or a new object derived from the archetype
964named in the other_arch slot).
965
966If FLAG_LIVESAFE is set the number of uses is unlimited.
967
968=over 4
969
970=item I<hp> <number>
971
972If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
973be used.
974
975=item I<speed> <number>
976
977If I<speed> is set the creator will create an object periodically,
978see I<speed> and I<speed_left> fields in the general object field description
979for more details.
980
981=item I<slaying> <string>
982
983If set the generated object's name and title will be set to this.
984
985=item I<other_arch> <string>
986
987If the inventory of the creator is empty new objects will be derived from the
988archetype named by <string>.
989
990=item I<connected> <number>
991
992See generic object field description.
993
994=back
995
996=head3 B<DRINK> - type 54 - Drinkable stuff
997
998See B<FOOD> description.
999
1000=head3 B<CHECK_INV> - type 64 - Inventory checkers
1001
1002This object checks whether the player has a specific item in his
1003inventory when he moves above the inventory checker. If the player has
1004the item (or not, which can be controlled with a flag) a connection will be triggered.
1005
1006If you set I<move_block> you can deny players and monsters to reach the space where
1007the inventory checker is on, see I<move_block> description below.
1008
1009The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1010So matching one of those conditions is enough.
1011
1012=over 4
1013
1014=item I<move_block> <move type bitmask>
1015
1016If you set this field to block a movetype the move code will block any moves
1017onto the space with the inventory checker, IF the moving object doesn't have
1018(or has - if I<last_sp> = 0) the item that the checker is searching for.
1019
1020=item I<last_sp> (0|1)
1021
1022If I<last_sp> is 1 'having' the item that is being checked for will
1023activate the connection or make the space with the checker non-blocking.
1024If I<last_sp> is 0 'not having' the item will activate the connection
1025or make the space with the checker non-blocking.
1026
1027=item I<last_heal> (0|1)
1028
1029If I<last_heal> is 1 the matching item will be removed if the inventory checker
1030activates a connection and finds the item in the inventory.
1031
1032(A inventory checker that blocks a space won't remove anything from inventories)
1033
1034=item I<hp> <number>
1035
1036If this field is not 0 the inventory checker will search for an object
1037with the type id <number>.
1038
1039=item I<slaying> <string>
1040
1041If this field is set the inventory checker will search for an object that
1042has the same string in the I<slaying> field (for example a key string of a key).
1043
1044=item I<race> <string>
1045
1046If this field is set the inventory checker will search for an object which
1047has the archetype name that matches <string>.
1048
1049=item I<connected> <connection id>
1050
1051This is the connection that will be activated. The connection is
1052'pushed' when someone enters the space with the inventory checker,
1053and it is 'released' when he leaves it.
1054
1055See also the description of the I<connected> field in the generic object field
1056section.
1057
1058=back
1059
1060=head3 B<FLESH> - type 72 - Organs and body parts
1061
1062See B<FOOD> description.
1063
1064=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1065
1066A type for any object that has no special behaviour.
1067
1068=head3 B<LAMP> - type 82 - A lamp
1069
1070This object represents a lamp, that can be carried and switched
1071on and off and has a certain amount of fuel in it.
1072
1073A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1074Each of them should point at the other one with it's I<other_arch> field.
1075
1076See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1077
1078If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1079with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1080
1081=over 4
1082
1083=item I<glow_radius> <number>
1084
1085The radius of the light that the lamp emits, see also I<glow_radius> in the
1086generic object flags description.
1087
1088=item I<speed> <number>
1089
1090If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1091lamp burns it's fuel (I<food>).
1092
1093Setting FLAG_CHANGING makes only sense on the archetype which represents
1094the 'on' state of the lamp.
1095
1096See also the description of FLAG_CHANGING.
1097
1098Lamps which have no FLAG_CHANGING set would also make sense and represent
1099lamps that never burn up.
1100
1101=item I<other_arch> <number>
1102
1103This is the field that points to the 'other' archetype which represents the
1104opposite state of the lamp. The newly from I<other_arch> derived object will
1105replace the current object and will get the value of I<food> of the replaced object.
1106
1107Rationale:
1108
1109When the lamp (on) is applied a new object is derived from the archetype
1110in I<other_arch> and the I<food> value is copied to it ('the fuel is
1111transferred'). The new lamp (off) object has to have a I<other_arch> field
1112which points to the archetype from which a lamp (on) can be derived.
1113
1114=item I<food> <number>
1115
1116This fields stands for the fuel of the lamp.
1117
1118=back
1119
1120=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1121
1122This type of objects multiplies objects that are above it when it is activated.
1123You can even multiply by 0, which will destroy the object.
1124
1125=over 4
1126
1127=item I<level> <number>
1128
1129The multiplicator, if set to 0 or lower it will destroy the objects above it.
1130
1131=item I<other_arch> <string>
1132
1133The archetype name of the objects that should be multiplied.
1134
1135=item I<connected> <number>
1136
1137See generic object field description.
1138
1139=back
1140
1141=head3 B<HOLE> - type 94 - Holes
1142
1143B<HOLE>s are holes in the ground where objects can fall through. When the hole
1144opens and/or is completly open all objects above it fall through (more
1145precisely: if their head is above the hole).
1146
1147When the B<HOLE> is activated it's speed is set to 0.5.
1148
1149These holes can only transfer the one who falls through to other coordinates
1150on the same map.
1151
1152=over 4
1153
1154=item I<maxsp> (0|1)
1155
1156This field negates the state of the connection: When maxsp is 1 the pit will
1157open/close when the connection is deactivated. Otherwise it will open/close
1158when the connection is activated. This field only has effect when the
1159connection is triggered. So if you put a closed hole on a map, and the
1160connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1161connection was triggered once.
1162
1163=item I<connected> <connection id>
1164
1165This is the connection id, which lets the hole opening or closing when
1166activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1167at which connection state the object is activated.
1168
1169For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1170the connection is released.
1171
1172=item I<wc> <number> (internal)
1173
1174This is an internal field. If it is greater than 0 it means that the hole is not
1175yet fully open. More preciesly: this field is the animation-step and if it is
1176set to the 'closed' step of the animation the hole is closed and if it is on
1177the 'open' animation step (I<wc> = 0), the hole is open.
1178
1179=item I<sp> <number>
1180
1181The destination y coordinates on the same map.
1182
1183=item I<hp> <number>
1184
1185The destination x coordinates on the same map.
1186
1187=back
1188
1189=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1190
1191This type is doing the actual damage to the ones who were attacked
1192via AT_POISON (or drank B<POISON>).
1193
1194The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1195there for details).
1196
1197=over 4
1198
1199=item I<dam> <number>
1200
1201Each time the poisoning is proccessed (which is determined by the I<speed> and
1202I<speed_left> fields, see the general object fields description above) it hits
1203the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1204simply hit the player with no strings attached).
1205
1206=item I<food> <number>
1207
1208Just a note: The posioning is removed if I<food> == 1 and not if
1209the whole I<duration> is up, because the B<POISONING> code has to remove
1210the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1211deletes the B<POISONING> object.
1212
1213=back
1214
298=head3 FORCE - type 114 - Forces 1215=head3 B<FORCE> - type 114 - Forces
299 1216
1217Forces are a very 'thin' type. They don't have much behaviour other than
1218disappearing after a time and/or affecting the player if they are in his
1219inventory.
1220
300Note: Forces only take effect on the player if they have set FLAG_APPLIED. 1221Forces only take effect on the player if they have FLAG_APPLIED set.
301 1222
302Whether the duration field is processed or not a tick is controlled via the 1223Whether the I<duration> field is processed or not per tick is controlled by the
303speed and speed_left field. Look above at the generic description of these 1224I<speed> and I<speed_left> fields. Look above in the generic object field description.
304fields.
305 1225
306=over 4 1226NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1227interpreter like described in the description of the FLAG_IS_USED_UP flag.
1228BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1229will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1230removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1231have good semantics on forces, try to avoid it.
307 1232
1233=over 4
1234
308=item duration 1235=item I<duration>
309 1236
310While this field is greater than 0 the force is not removed. 1237While this field is greater than 0 the force/object is not destroyed. It is
311It is decreased each tick by 1. 1238decreased each tick by 1.
312 1239
1240If it reaches 0 the force/object is destroyed.
1241
1242This field can have this meaning for B<any> object if that object has
1243FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1244what happens then.
1245
313=back 1246=back
1247
1248=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1249
1250This object is generated by the B<POTION> code when the potion is a resistance
1251giving potion. It has mainly the same behaviour as a B<FORCE>.
1252
1253The specialty of the potion effect is that the resistancy it gives is absolute,
1254so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1255fire.
1256
1257Multiple potion effects only give you the maximum of their resistancy.

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