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Revision 1.1 by elmex, Mon Dec 18 10:57:09 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
54=over 4 76These are the fields that most of the objects have and/or their
77default behaviour.
55 78
56=back 79=over 4
57 80
58=head2 Description of type specific attributes 81=item I<name> <string>
82
83The name of the object.
84
85=item I<name_pl> <string>
86
87The name of a collection of these objects (the plural of the name).
88
89=item I<face> <facename>
90
91The graphical appearance of this object.
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
105=item I<invisible> <number>
106
107If the <number> is greater than 0 the object is invisible.
108For players this field reflects the duration of the invisibility
109and is decreased every tick by 1.
110
111For non-player objects this field is not changed by server ticks.
112
113=item I<speed> <number>
114
115If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
116on the active object list and will be processed each tick (see also speed_left!).
117
118If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
119from the active object list and it won't experience any processing per tick.
120
121=item I<speed_left> <number>
122
123If this field is greater than 0 and the object is on the
124active list (mostly means it's speed is also greater than 0):
125
126 - speed_left is decreased by 1
127 - and this object is processed and experiences a server tick.
128
129If the object is on the active list and I<speed_left> is lower or
130equal to 0 the absolute value of the I<speed> is added to I<speed_left>
131on the end of the tick.
132
133This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
134the more seldom the object is processed. And the higher I<speed> is
135the more often the object is processed.
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
146=item I<no_drop> (0|1)
147
148Sets the flag FLAG_NO_DROP.
149See Flags section below.
150
151=item I<applied> (0|1)
152
153Sets the flag FLAG_APPLIED.
154See Flags section below.
155
156=item I<is_used_up> (0|1)
157
158Sets the flag FLAG_IS_USED_UP.
159See Flags section below.
160
161=item I<changing> (0|1)
162
163Sets the flag FLAG_CHANGING.
164See Flags section below.
165
166=item I<auto_apply> (0|1)
167
168Sets the flag FLAG_AUTO_APPLY.
169See Flags section below.
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
191=item I<activate_on_push> (0|1) (default: 1)
192
193Sets the flag FLAG_ACTIVATE_ON_PUSH.
194See Flags section below.
195
196=item I<activate_on_release> (0|1) (default: 1)
197
198Sets the flag FLAG_ACTIVATE_ON_RELEASE.
199See Flags section below.
200
201=item I<editable> (more than deprecated)
202
203This field had a special meaning for crossedit, which used parts
204of the server code for editing. Wherever you see this field being
205set in an archetype ignore it and/or remove it. No code interprets this
206field anymore.
207
208=back
209
210=head3 Flags
211
212Here are the effects of the flags described.
213
214=over 4
215
216=item FLAG_NO_DROP
217
218An object can't be picked up and dropped.
219
220=item FLAG_APPLIED
221
222This flag mostly states whether this object has been 'applied' by the player.
223For objects that are applied by the code or have this flag set in the archetype
224it mostly means 'this object is active'.
225
226For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
227of flags from objects in his inventory is toggled by this flag.
228
229=item FLAG_IS_USED_UP
230
231This flag controls whether an object is 'used up'. If it is set I<food>
232is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
233
234If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
235this object is removed or not, see the B<FORCE> type below for the meaning
236of the duration field in this context.
237
238If FLAG_APPLIED is not set the object is destroyed.
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
261=item FLAG_IS_A_TEMPLATE (internal use)
262
263This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
264or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
265
266=item FLAG_AUTO_APPLY
267
268This flag has currently only meaning for the B<TREASURE> type, see below.
269
270=item FLAG_ACTIVATE_ON_PUSH
271
272This flag has only meaning for objects that can be linked together
273by the I<connected> field and controls wether the object should
274be activated when the connection is 'pushed' or it is 'released'.
275
276What 'pushed' and 'released' means depends on the object that
277activates the connection.
278
279This flag is by default on.
280
281=item FLAG_ACTIVATE_ON_RELEASE
282
283This flag has only meaning for objects that can be linked together
284by the I<connected> field and controls wether the object should
285be activated when the connection is 'pushed' or it is 'released'.
286
287What 'pushed' and 'released' means depends on the object that
288activates the connection.
289
290This flag is by default on.
291
292=item FLAG_NO_STEAL
293
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
59 323
60The beginning of the headers of the following subsection 324The beginning of the headers of the following subsection
61are 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.
62The numeric values are maybe not 100% accurate, as the code is a changing
63target, please consult include/define.h in doubt :-)
64 326
327=head3 B<TRANSPORT> - type 2 - Player transports
328
329This type is implemented by the transport extension and has currently no special
330fields that affect it.
331
332=head3 B<ROD> - type 3 - Rods that fire spells
333
334Rods contain spells and can be fired by a player.
335
336=over 4
337
338=item I<level> <number>
339
340This field is used for calculating the spell level that can be fired
341with this rod, it's also the maximum level of the spell that can be fired.
342The level of the spell that is being fired depends mostly on
343the 'use magic item' skill level of the player and 1/10 of the level of the
344rod is added as bonus.
345
346=item I<hp> <number>
347
348The amount of spellpoints this rod has left.
349
350=item I<maxhp> <number>
351
352The maximum amount of spellpoints this rod has.
353
354=item I<skill> <skill name>
355
356This field determines which skill you need to apply this object.
357
358=back
359
360=head3 B<TREASURE> - type 4 - Treasures
361
362This type of objects are for random treasure generation in maps.
363If this object is applied by a player it will replace itself with it's
364inventory. If it is automatically applied
365generate a treasure and replace itself with the generated treasure.
366
367Chests are also of this type, their treasures are generated by
368the auto apply code on map instantiation.
369
370=over 4
371
372=item I<hp> <number>
373
374The number of treasures to generate.
375
376=item I<exp> <level>
377
378If FLAG_AUTO_APPLY is not set the exp field has no further meaning
379and the difficulty for the treasurecode only depends on the maps difficulty,
380otherwise the exp field has the following meaning:
381
382If this field is not 0 it is passed as the difficulty
383to the treasure generation code to determine how good, how much
384worth a treasure is or what bonuses it is given by the treasure code.
385
386If this field is not set or 0 the difficulty of the map is passed to the treasure
387generation code.
388
389=item I<randomitems> <treasurelist>
390
391The treasurelist to use to generate the treasure which is put in the
392treasure objects inventory.
393
394=back
395
396=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
397
398These objects contain a spell and will emit it on apply, which most
399of the time has the meaning of 'drinking'.
400
401If no resistancy field, stat field or attacktype is set and no spell
402is put in the potion by the sp field or the randomitems the
403potion will become an artifact and the artifact code decides which kind
404of potion will be generated.
405
406If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
407will yield an explosion and hurt the player.
408
409=over 4
410
411=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
412
413These stat fields determine how many stat points the player gets
414when he applies this potion.
415
416If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
417
418=item I<sp> <number>
419
420If this field is set and the randomitems field is not set
421the field is interpreted as spell number, please look the right
422number up in common/loader.C.
423
424If this field is set the randomitems field will be unset by the
425map loading code.
426
427=item I<attacktype> <attacktype>
428
429This field has some special meaning in potions, currently the
430bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
431restoration potion or improvement potion.
432See include/attackinc.h for the bits of these types.
433
434If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
435will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
436set the player will be drained a random stat by inserting an ARCH_DEPLETION
437into him.
438
439If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
440When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
441
442=item I<resist_RESISTANCY> <number>
443
444If this stat is set and no spell is in the potion the potion
445will create a force that give the player this specific resistancy.
446The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
447and the potion will last 10 times longer than the default force archetype
448FORCE_NAME (at the moment of this writing spell/force.arc).
449
450=item I<randomitems> <treasurelist>
451
452The inventory/spell of the potion will be created by calling the treasure code
453with the treasurelist specified here. (I guess it's highly undefined what
454happens if there is not a spell in the potions inventory).
455
456=item I<on_use_yield> <archetype>
457
458When this object is applied an instance of <archetype> will be created.
459
460=item I<subtypes> <potion subtype>
461
462see include/spells.h for possible potion subtypes, there are currently 4:
463
464=over 4
465
466=item POT_SPELL
467
468Unused, default behaiour of a potion.
469
470=item POT_DUST
471
472This potion can be thrown to cast the spell that it has in it's inventory,
473the behaviour is not defined if there is not a B<SPELL> in the inventory and the
474server will log an error.
475
476=item POT_FIGURINE
477
478Unused, default behaiour of a potion.
479
480=item POT_BALM
481
482Unused, default behaiour of a potion.
483
484=back
485
486=back
487
488=head3 B<FOOD> - type 6 - Eatable stuff
489
490This is for objects that are representing general eatables like
491beef or bread.
492
493The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
494give different messages.
495
496The specialty of B<FLESH> is that it inherits the resistancies of the
497monsters it was generated in and will let dragons raise their resistancies
498with that. If the monster has the B<POISON> attacktype the B<FLESH>
499will change into B<POISON>.
500
501If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
502and if he doesn't find any of that he will start eating B<FLESH>.
503
504=over 4
505
506=item I<title> <string>
507
508If the food has B<title> set or is cursed it is considered 'special', which
509means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
510I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
511on the player.
512
513The higher the I<food> field is the longer the improvement of the player lasts
514(except for I<hp> and I<sp>).
515
516=item I<food> <number>
517
518This is the amount of food points the player gets when he eats this.
519
520=item I<on_use_yield> <archetype>
521
522When this object is applied an instance of <archetype> will be created.
523
524=back
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
65=head3 WEAPON - type 15 - Weapons 765=head3 B<WEAPON> - type 15 - Weapons
66 766
67This type is for general hack and slash weapons like swords, maces 767This type is for general hack and slash weapons like swords, maces
68and daggers and and .... 768and daggers and and ....
69 769
70=over 4 770=over 4
71 771
72=item weapontype <type id> 772=item I<weapontype> <type id>
73 773
74decides what attackmessages are generated, see include/define.h 774decides what attackmessages are generated, see include/define.h
75 775
76=item attacktype <bitmask> 776=item I<attacktype> <bitmask>
77 777
78bitfield which decides the attacktype of the damage, see include/attackinc.h 778bitfield which decides the attacktype of the damage, see include/attackinc.h
79 779
80=item dam <integer> 780=item I<dam> <number>
81 781
82amount of damage being done with the attacktype 782amount of damage being done with the attacktype
83 783
84=item item_power <level> 784=item I<item_power> <level>
85 785
86the itempower of this weapon. 786the itempower of this weapon.
87 787
88=item name 788=item I<name>
89 789
90the name of the weapon. 790the name of the weapon.
91 791
92=item level (internal) 792=item I<level> (internal)
93 793
94The improvement state of the weapon. 794The improvement state of the weapon.
95If 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
96characters name who improved this weapon. 796characters name who improved this weapon.
97 797
98=item last_eat (internal) 798=item I<last_eat> (internal)
99 799
100seems to be the amount of improvements of a weapon, 800This seems to be the amount of improvements of a weapon,
101the 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):
102 802
103 ((who->level / 5) + 5) >= op->last_eat 803 ((who->level / 5) + 5) >= op->last_eat
104 804
105=item last_sp 805=item I<last_sp>
106 806
107the weapon speed (see magic description) 807the weapon speed (see magic description)
108 808
109=item food <integer> 809=item I<food> <number>
110 810
111addition to food regeneration of the player 811addition to food regeneration of the player
112 812
113=item hp <integer> 813=item I<hp> <number>
114 814
115addition to health regeneration 815addition to health regeneration
116 816
117=item sp <integer> 817=item I<sp> <number>
118 818
119addition to mana regeneration 819addition to mana regeneration
120 820
121=item grace <integer> 821=item I<grace> <number>
122 822
123addititon to grace regeneration 823addititon to grace regeneration
124 824
125=item gen_sp_armour <integer> 825=item I<gen_sp_armour> <number>
126 826
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 827the players I<gen_sp_armour> field (which is per default 10) is being added the
128gen_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
129is multiplied: gen_sp *= 10/<integer> 829do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 830I<gen_sp_armour> limits the amout of regenerated spellpoints.
131spellpoints.
132 831
133generally 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
134sp regeneration. 833I<sp> regeneration.
135 834
136=item body_<body slot/part> 835=item I<body_BODYSLOT>
137 836
138the 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
139looked up in common/item.C at body_locations. 838looked up in common/item.C at body_locations.
140 839
141=item resist_<resistnacy> <integer> 840=item I<resist_RESISTNACY> <number>
142 841
143this 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%
144is multiplied, something like this: 843is multiplied, something like this:
145 844
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 845 additional_resistancy = (100 - current_resistanct) * (<number>/100)
147 846
148if <integer> is negative it is added to the total vulnerabilities, 847if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 848and later the total resistance is decided by:
150 849
151 'total resistance = total protections - total vulnerabilities' 850 'total resistance = total protections - total vulnerabilities'
152 851
153see also common/living.C:fix_player 852see also common/living.C:fix_player
154 853
155=item patch_(attuned|repelled|denied) 854=item I<path_(attuned|repelled|denied)>
156 855
157this 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_*
158for the pathes. 857for the pathes.
159 858
160=item luck <integer> 859=item I<luck> <number>
161 860
162this luck is added to the players luck 861this luck is added to the players I<luck>
163 862
164=item move_type 863=item I<move_type>
165 864
166if 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>
167 866
168=item exp <integer> 867=item I<exp> <number>
169 868
170the added_speed and bonus_speed of the player is raised by <integer>/3. 869the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 870if <number> < 0 then the added_speed is decreased by <number>
172 871
173=item weight 872=item I<weight>
174 873
175the weight of the weapon 874the weight of the weapon
176 875
177=item magic 876=item I<magic>
178 877
179the magic field affects the amounts of the following fields: 878the I<magic> field affects the amounts of the following fields:
180 879
181 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 880 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
182 881
183 - 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
184 883
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 884 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 885
187 - 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
188 (minium is 0) 887 (minium is 0)
189 888
190=item ac <integer> 889=item I<ac> <number>
191 890
192the 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.
193 892
194=item wc <integer> 893=item I<wc> <number>
195 894
196the amount of wc points the player's ac is decreased 895the amount of wc points the player's I<wc> is decreased when applying this object.
197 896
198=back 897=back
199 898
200=head4 Player inherits following flags from weapons: 899=head4 Player inherits following flags from weapons:
201 900
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 901 FLAG_LIFESAVE
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 902 FLAG_REFL_SPELL
903 FLAG_REFL_MISSILE
904 FLAG_STEALTH
905 FLAG_XRAYS
906 FLAG_BLIND
907 FLAG_SEE_IN_DARK
908 FLAG_UNDEAD
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
959=head3 B<DRINK> - type 54 - Drinkable stuff
960
961See B<FOOD> description.
962
963=head3 B<CHECK_INV> - type 64 - Inventory checkers
964
965This object checks whether the player has a specific item in his
966inventory when he moves above the inventory checker. If the player has
967the item (or not, which can be controlled with a flag) a connection will be triggered.
968
969If you set I<move_block> you can deny players and monsters to reach the space where
970the inventory checker is on, see I<move_block> description below.
971
972The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
973So matching one of those conditions is enough.
974
975=over 4
976
977=item I<move_block> <move type bitmask>
978
979If you set this field to block a movetype the move code will block any moves
980onto the space with the inventory checker, IF the moving object doesn't have
981(or has - if I<last_sp> = 0) the item that the checker is searching for.
982
983=item I<last_sp> (0|1)
984
985If I<last_sp> is 1 'having' the item that is being checked for will
986activate the connection or make the space with the checker non-blocking.
987If I<last_sp> is 0 'not having' the item will activate the connection
988or make the space with the checker non-blocking.
989
990=item I<last_heal> (0|1)
991
992If I<last_heal> is 1 the matching item will be removed if the inventory checker
993activates a connection and finds the item in the inventory.
994
995(A inventory checker that blocks a space won't remove anything from inventories)
996
997=item I<hp> <number>
998
999If this field is not 0 the inventory checker will search for an object
1000with the type id <number>.
1001
1002=item I<slaying> <string>
1003
1004If this field is set the inventory checker will search for an object that
1005has the same string in the I<slaying> field (for example a key string of a key).
1006
1007=item I<race> <string>
1008
1009If this field is set the inventory checker will search for an object which
1010has the archetype name that matches <string>.
1011
1012=item I<connected> <connection id>
1013
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.
1017
1018See also the description of the I<connected> field in the generic object field
1019section.
1020
1021=back
1022
1023=head3 B<FLESH> - type 72 - Organs and body parts
1024
1025See B<FOOD> description.
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
1096=head3 B<HOLE> - type 94 - Holes
1097
1098B<HOLE>s are holes in the ground where objects can fall through. When the hole
1099opens and/or is completly open all objects above it fall through (more
1100precisely: if their head is above the hole).
1101
1102When the B<HOLE> is activated it's speed is set to 0.5.
1103
1104These holes can only transfer the one who falls through to other coordinates
1105on the same map.
1106
1107=over 4
1108
1109=item I<maxsp> (0|1)
1110
1111This field negates the state of the connection: When maxsp is 1 the pit will
1112open/close when the connection is deactivated. Otherwise it will open/close
1113when the connection is activated. This field only has effect when the
1114connection is triggered. So if you put a closed hole on a map, and the
1115connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1116connection was triggered once.
1117
1118=item I<connected> <connection id>
1119
1120This is the connection id, which lets the hole opening or closing when
1121activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1122at which connection state the object is activated.
1123
1124For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1125the connection is released.
1126
1127=item I<wc> <number> (internal)
1128
1129This is an internal field. If it is greater than 0 it means that the hole is not
1130yet fully open. More preciesly: this field is the animation-step and if it is
1131set to the 'closed' step of the animation the hole is closed and if it is on
1132the 'open' animation step (I<wc> = 0), the hole is open.
1133
1134=item I<sp> <number>
1135
1136The destination y coordinates on the same map.
1137
1138=item I<hp> <number>
1139
1140The destination x coordinates on the same map.
1141
1142=back
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
1170=head3 B<FORCE> - type 114 - Forces
1171
1172Forces are a very 'thin' type. They don't have much behaviour other than
1173disappearing after a time and/or affecting the player if they are in his
1174inventory.
1175
1176Forces only take effect on the player if they have FLAG_APPLIED set.
1177
1178Whether the I<duration> field is processed or not per tick is controlled by the
1179I<speed> and I<speed_left> fields. Look above in the generic object field description.
1180
1181NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1182interpreter like described in the description of the FLAG_IS_USED_UP flag.
1183BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1184will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1185removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1186have good semantics on forces, try to avoid it.
1187
1188=over 4
1189
1190=item I<duration>
1191
1192While this field is greater than 0 the force/object is not destroyed. It is
1193decreased each tick by 1.
1194
1195If it reaches 0 the force/object is destroyed.
1196
1197This field can have this meaning for B<any> object if that object has
1198FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1199what happens then.
1200
1201=back
1202
1203=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1204
1205This object is generated by the B<POTION> code when the potion is a resistance
1206giving potion. It has mainly the same behaviour as a B<FORCE>.
1207
1208The specialty of the potion effect is that the resistancy it gives is absolute,
1209so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1210fire.
1211
1212Multiple potion effects only give you the maximum of their resistancy.

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