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Revision 1.1 by elmex, Mon Dec 18 10:57:09 2006 UTC vs.
Revision 1.21 by root, Mon May 7 06:14:03 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
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<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all).
117
118=item I<speed> <number>
119
120If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
121on the active object list and will be processed each tick (see also speed_left!).
122
123If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
124from the active object list and it won't experience any processing per tick.
125
126=item I<speed_left> <number>
127
128If this field is greater than 0 and the object is on the
129active list (mostly means it's speed is also greater than 0):
130
131 - speed_left is decreased by 1
132 - and this object is processed and experiences a server tick.
133
134If the object is on the active list and I<speed_left> is lower or
135equal to 0 the absolute value of the I<speed> is added to I<speed_left>
136on the end of the tick.
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
151=item I<no_drop> (0|1)
152
153Sets the flag FLAG_NO_DROP.
154See Flags section below.
155
156=item I<applied> (0|1)
157
158Sets the flag FLAG_APPLIED.
159See Flags section below.
160
161=item I<is_used_up> (0|1)
162
163Sets the flag FLAG_IS_USED_UP.
164See Flags section below.
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
211=item I<editable> (more than deprecated)
212
213This field had a special meaning for crossedit, which used parts
214of the server code for editing. Wherever you see this field being
215set in an archetype ignore it and/or remove it. No code interprets this
216field anymore.
217
218=back
219
220=head3 Flags
221
222Here are the effects of the flags described.
223
224=over 4
225
226=item FLAG_NO_DROP
227
228An object can't be picked up and dropped.
229
230=item FLAG_APPLIED
231
232This flag mostly states whether this object has been 'applied' by the player.
233For objects that are applied by the code or have this flag set in the archetype
234it mostly means 'this object is active'.
235
236For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
237of flags from objects in his inventory is toggled by this flag.
238
239=item FLAG_IS_USED_UP
240
241This flag controls whether an object is 'used up'. If it is set I<food>
242is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
243
244If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
245this object is removed or not, see the B<FORCE> type below for the meaning
246of the duration field in this context.
247
248If FLAG_APPLIED is not set the object is destroyed.
249
250=item FLAG_CHANGING
251
252If the I<state> field of the object is 0 the object will be processed periodically
253(if I<speed> is set). If the I<state> field is 1 it won't be processed.
254
255This flag indicates that the object is changing into a different object.
256The object has to have the I<other_arch> field set. The object the changing object
257changes into is derived from the archetype in I<other_arch>.
258
259When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261
262When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263will be generated.
264
265After the new object is created the I<hp> field from the old object is copied into
266the new one.
267
268When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269to the new object.
270
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
59 339
60The beginning of the headers of the following subsection 340The beginning of the headers of the following subsection
61are 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.
62The numeric values are maybe not 100% accurate, as the code is a changing
63target, please consult include/define.h in doubt :-)
64 342
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
65=head3 WEAPON - type 15 - Weapons 797=head3 B<WEAPON> - type 15 - Weapons
66 798
67This type is for general hack and slash weapons like swords, maces 799This type is for general hack and slash weapons like swords, maces
68and daggers and and .... 800and daggers and and ....
69 801
70=over 4 802=over 4
71 803
72=item weapontype <type id> 804=item I<weapontype> <type id>
73 805
74decides what attackmessages are generated, see include/define.h 806decides what attackmessages are generated, see include/define.h
75 807
76=item attacktype <bitmask> 808=item I<attacktype> <bitmask>
77 809
78bitfield which decides the attacktype of the damage, see include/attackinc.h 810bitfield which decides the attacktype of the damage, see include/attackinc.h
79 811
80=item dam <integer> 812=item I<dam> <number>
81 813
82amount of damage being done with the attacktype 814amount of damage being done with the attacktype
83 815
84=item item_power <level> 816=item I<item_power> <level>
85 817
86the itempower of this weapon. 818the itempower of this weapon.
87 819
88=item name 820=item I<name>
89 821
90the name of the weapon. 822the name of the weapon.
91 823
92=item level (internal) 824=item I<level> (internal)
93 825
94The improvement state of the weapon. 826The improvement state of the weapon.
95If 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
96characters name who improved this weapon. 828characters name who improved this weapon.
97 829
98=item last_eat (internal) 830=item I<last_eat> (internal)
99 831
100seems to be the amount of improvements of a weapon, 832This 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): 833the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
102 834
103 ((who->level / 5) + 5) >= op->last_eat 835 ((who->level / 5) + 5) >= op->last_eat
104 836
105=item last_sp 837=item I<last_sp>
106 838
107the weapon speed (see magic description) 839the weapon speed (see magic description)
108 840
109=item food <integer> 841=item I<food> <number>
110 842
111addition to food regeneration of the player 843addition to food regeneration of the player
112 844
113=item hp <integer> 845=item I<hp> <number>
114 846
115addition to health regeneration 847addition to health regeneration
116 848
117=item sp <integer> 849=item I<sp> <number>
118 850
119addition to mana regeneration 851addition to mana regeneration
120 852
121=item grace <integer> 853=item I<grace> <number>
122 854
123addititon to grace regeneration 855addititon to grace regeneration
124 856
125=item gen_sp_armour <integer> 857=item I<gen_sp_armour> <number>
126 858
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 859the 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() 860<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
129is multiplied: gen_sp *= 10/<integer> 861do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 862I<gen_sp_armour> limits the amout of regenerated spellpoints.
131spellpoints.
132 863
133generally 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
134sp regeneration. 865I<sp> regeneration.
135 866
136=item body_<body slot/part> 867=item I<body_BODYSLOT>
137 868
138the 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
139looked up in common/item.C at body_locations. 870C<BODYSLOT> should be looked up in common/item.C at body_locations.
140 871
141=item resist_<resistnacy> <integer> 872The value (in the range C<-7..7>) gives the number of those body slots used
873up by the item, or C<-1> for one handed weapons, C<-2> for two handed
874weapons, or C<-1> for other very special things.
875
876=item I<resist_RESISTANCY> <number>
142 877
143this is the factor with which the difference of the players resistancy and 100% 878this is the factor with which the difference of the players resistancy and 100%
144is multiplied, something like this: 879is multiplied, something like this:
145 880
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 881 additional_resistancy = (100 - current_resistancy) * (<number>/100)
147 882
148if <integer> is negative it is added to the total vulnerabilities, 883if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 884and later the total resistance is decided by:
150 885
151 'total resistance = total protections - total vulnerabilities' 886 'total resistance = total protections - total vulnerabilities'
152 887
153see also common/living.C:fix_player 888see also common/living.C:fix_player.
154 889
155=item patch_(attuned|repelled|denied) 890=item I<path_(attuned|repelled|denied)>
156 891
157this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 892this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
158for the pathes. 893for the pathes.
159 894
160=item luck <integer> 895=item I<luck> <number>
161 896
162this luck is added to the players luck 897this luck is added to the players I<luck>
163 898
164=item move_type 899=item I<move_type>
165 900
166if the weapon has a move_type set the player inherits it's move_type 901if the weapon has a I<move_type> set the player inherits it's I<move_type>
167 902
168=item exp <integer> 903=item I<exp> <number>
169 904
170the added_speed and bonus_speed of the player is raised by <integer>/3. 905the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 906if <number> < 0 then the added_speed is decreased by <number>
172 907
173=item weight 908=item I<weight>
174 909
175the weight of the weapon 910the weight of the weapon
176 911
177=item magic 912=item I<magic>
178 913
179the magic field affects the amounts of the following fields: 914the I<magic> field affects the amounts of the following fields:
180 915
181 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 916 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
182 917
183 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 918 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
184 919
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 920 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 921
187 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 922 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
188 (minium is 0) 923 (minium is 0)
189 924
190=item ac <integer> 925=item I<ac> <number>
191 926
192the amount of ac points the player's ac is decreased 927the amount of ac points the player's I<ac> is decreased when applying this object.
193 928
194=item wc <integer> 929=item I<wc> <number>
195 930
196the amount of wc points the player's ac is decreased 931the amount of wc points the player's I<wc> is decreased when applying this object.
197 932
198=back 933=back
199 934
200=head4 Player inherits following flags from weapons: 935=head4 Player inherits following flags from weapons:
201 936
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 937 FLAG_LIFESAVE
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 938 FLAG_REFL_SPELL
939 FLAG_REFL_MISSILE
940 FLAG_STEALTH
941 FLAG_XRAYS
942 FLAG_BLIND
943 FLAG_SEE_IN_DARK
944 FLAG_UNDEAD
945
946=head3 B<GRIMREAPER> - type 28 - Grimreapers
947
948These type are mostly used for monsters, they give the
949monster the ability to dissapear after 10 hits with AT_DRAIN.
950
951=over 4
952
953=item I<value> <number>
954
955This field stores the hits the monster did yet.
956
957=back
958
959=head3 B<CREATOR> - type 42 - Object creators
960
961Once a creator is activated by a connection it creates a number of objects
962(cloned from it's inventory or a new object derived from the archetype
963named in the other_arch slot).
964
965If FLAG_LIVESAFE is set the number of uses is unlimited.
966
967=over 4
968
969=item I<hp> <number>
970
971If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
972be used.
973
974=item I<speed> <number>
975
976If I<speed> is set the creator will create an object periodically,
977see I<speed> and I<speed_left> fields in the general object field description
978for more details.
979
980=item I<slaying> <string>
981
982If set the generated object's name and title will be set to this.
983
984=item I<other_arch> <string>
985
986If the inventory of the creator is empty new objects will be derived from the
987archetype named by <string>.
988
989=item I<connected> <number>
990
991See generic object field description.
992
993=back
994
995=head3 B<DRINK> - type 54 - Drinkable stuff
996
997See B<FOOD> description.
998
999=head3 B<CHECK_INV> - type 64 - Inventory checkers
1000
1001This object checks whether the player has a specific item in his
1002inventory when he moves above the inventory checker. If the player has
1003the item (or not, which can be controlled with a flag) a connection will be triggered.
1004
1005If you set I<move_block> you can deny players and monsters to reach the space where
1006the inventory checker is on, see I<move_block> description below.
1007
1008The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1009So matching one of those conditions is enough.
1010
1011=over 4
1012
1013=item I<move_block> <move type bitmask>
1014
1015If you set this field to block a movetype the move code will block any moves
1016onto the space with the inventory checker, IF the moving object doesn't have
1017(or has - if I<last_sp> = 0) the item that the checker is searching for.
1018
1019=item I<last_sp> (0|1)
1020
1021If I<last_sp> is 1 'having' the item that is being checked for will
1022activate the connection or make the space with the checker non-blocking.
1023If I<last_sp> is 0 'not having' the item will activate the connection
1024or make the space with the checker non-blocking.
1025
1026=item I<last_heal> (0|1)
1027
1028If I<last_heal> is 1 the matching item will be removed if the inventory checker
1029activates a connection and finds the item in the inventory.
1030
1031(A inventory checker that blocks a space won't remove anything from inventories)
1032
1033=item I<hp> <number>
1034
1035If this field is not 0 the inventory checker will search for an object
1036with the type id <number>.
1037
1038=item I<slaying> <string>
1039
1040If this field is set the inventory checker will search for an object that
1041has the same string in the I<slaying> field (for example a key string of a key).
1042
1043=item I<race> <string>
1044
1045If this field is set the inventory checker will search for an object which
1046has the archetype name that matches <string>.
1047
1048=item I<connected> <connection id>
1049
1050This is the connection that will be activated. The connection is
1051'pushed' when someone enters the space with the inventory checker,
1052and it is 'released' when he leaves it.
1053
1054See also the description of the I<connected> field in the generic object field
1055section.
1056
1057=back
1058
1059=head3 B<FLESH> - type 72 - Organs and body parts
1060
1061See B<FOOD> description.
1062
1063=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1064
1065A type for any object that has no special behaviour.
1066
1067=head3 B<LAMP> - type 82 - A lamp
1068
1069This object represents a lamp, that can be carried and switched
1070on and off and has a certain amount of fuel in it.
1071
1072A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1073Each of them should point at the other one with it's I<other_arch> field.
1074
1075See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1076
1077If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1078with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1079
1080=over 4
1081
1082=item I<glow_radius> <number>
1083
1084The radius of the light that the lamp emits, see also I<glow_radius> in the
1085generic object flags description.
1086
1087=item I<speed> <number>
1088
1089If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1090lamp burns it's fuel (I<food>).
1091
1092Setting FLAG_CHANGING makes only sense on the archetype which represents
1093the 'on' state of the lamp.
1094
1095See also the description of FLAG_CHANGING.
1096
1097Lamps which have no FLAG_CHANGING set would also make sense and represent
1098lamps that never burn up.
1099
1100=item I<other_arch> <number>
1101
1102This is the field that points to the 'other' archetype which represents the
1103opposite state of the lamp. The newly from I<other_arch> derived object will
1104replace the current object and will get the value of I<food> of the replaced object.
1105
1106Rationale:
1107
1108When the lamp (on) is applied a new object is derived from the archetype
1109in I<other_arch> and the I<food> value is copied to it ('the fuel is
1110transferred'). The new lamp (off) object has to have a I<other_arch> field
1111which points to the archetype from which a lamp (on) can be derived.
1112
1113=item I<food> <number>
1114
1115This fields stands for the fuel of the lamp.
1116
1117=back
1118
1119=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1120
1121This type of objects multiplies objects that are above it when it is activated.
1122You can even multiply by 0, which will destroy the object.
1123
1124=over 4
1125
1126=item I<level> <number>
1127
1128The multiplicator, if set to 0 or lower it will destroy the objects above it.
1129
1130=item I<other_arch> <string>
1131
1132The archetype name of the objects that should be multiplied.
1133
1134=item I<connected> <number>
1135
1136See generic object field description.
1137
1138=back
1139
1140=head3 B<HOLE> - type 94 - Holes
1141
1142B<HOLE>s are holes in the ground where objects can fall through. When the hole
1143opens and/or is completly open all objects above it fall through (more
1144precisely: if their head is above the hole).
1145
1146When the B<HOLE> is activated it's speed is set to 0.5.
1147
1148These holes can only transfer the one who falls through to other coordinates
1149on the same map.
1150
1151=over 4
1152
1153=item I<maxsp> (0|1)
1154
1155This field negates the state of the connection: When maxsp is 1 the pit will
1156open/close when the connection is deactivated. Otherwise it will open/close
1157when the connection is activated. This field only has effect when the
1158connection is triggered. So if you put a closed hole on a map, and the
1159connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1160connection was triggered once.
1161
1162=item I<connected> <connection id>
1163
1164This is the connection id, which lets the hole opening or closing when
1165activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1166at which connection state the object is activated.
1167
1168For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1169the connection is released.
1170
1171=item I<wc> <number> (internal)
1172
1173This is an internal field. If it is greater than 0 it means that the hole is not
1174yet fully open. More preciesly: this field is the animation-step and if it is
1175set to the 'closed' step of the animation the hole is closed and if it is on
1176the 'open' animation step (I<wc> = 0), the hole is open.
1177
1178=item I<sp> <number>
1179
1180The destination y coordinates on the same map.
1181
1182=item I<hp> <number>
1183
1184The destination x coordinates on the same map.
1185
1186=back
1187
1188=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1189
1190This type is doing the actual damage to the ones who were attacked
1191via AT_POISON (or drank B<POISON>).
1192
1193The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1194there for details).
1195
1196=over 4
1197
1198=item I<dam> <number>
1199
1200Each time the poisoning is proccessed (which is determined by the I<speed> and
1201I<speed_left> fields, see the general object fields description above) it hits
1202the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1203simply hit the player with no strings attached).
1204
1205=item I<food> <number>
1206
1207Just a note: The posioning is removed if I<food> == 1 and not if
1208the whole I<duration> is up, because the B<POISONING> code has to remove
1209the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1210deletes the B<POISONING> object.
1211
1212=back
1213
1214=head3 B<FORCE> - type 114 - Forces
1215
1216Forces are a very 'thin' type. They don't have much behaviour other than
1217disappearing after a time and/or affecting the player if they are in his
1218inventory.
1219
1220Forces only take effect on the player if they have FLAG_APPLIED set.
1221
1222Whether the I<duration> field is processed or not per tick is controlled by the
1223I<speed> and I<speed_left> fields. Look above in the generic object field description.
1224
1225NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1226interpreter like described in the description of the FLAG_IS_USED_UP flag.
1227BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1228will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1229removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1230have good semantics on forces, try to avoid it.
1231
1232=over 4
1233
1234=item I<duration>
1235
1236While this field is greater than 0 the force/object is not destroyed. It is
1237decreased each tick by 1.
1238
1239If it reaches 0 the force/object is destroyed.
1240
1241This field can have this meaning for B<any> object if that object has
1242FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1243what happens then.
1244
1245=back
1246
1247=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1248
1249This object is generated by the B<POTION> code when the potion is a resistance
1250giving potion. It has mainly the same behaviour as a B<FORCE>.
1251
1252The specialty of the potion effect is that the resistancy it gives is absolute,
1253so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1254fire.
1255
1256Multiple potion effects only give you the maximum of their resistancy.

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