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1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 CROSSFIRE TRT OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Crossfire+
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
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<TRANSPORT> - type 2 - Player transports
344
345This type is implemented by the transport extension and has currently no special
346fields that affect it.
347
348=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
349
350Rods contain spells and can be fired by a player.
351
352=over 4
353
354=item I<level> <number>
355
356This field is used for calculating the spell level that can be fired
357with this rod, it's also the maximum level of the spell that can be fired.
358The level of the spell that is being fired depends mostly on
359the 'use magic item' skill level of the player and 1/10 of the level of the
360rod is added as bonus.
361
362=item I<hp> <number>
363
364The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
365maxhp/10> per tick.
366
367=item I<maxhp> <number>
368
369The maximum amount of spellpoints this rod has.
370
371=item I<skill> <skill name>
372
373This field determines which skill you need to apply this object.
374
375=back
376
377=head3 B<TREASURE> - type 4 - Treasures
378
379This type of objects are for random treasure generation in maps.
380If this object is applied by a player it will replace itself with it's
381inventory. If it is automatically applied
382generate a treasure and replace itself with the generated treasure.
383
384Chests are also of this type, their treasures are generated by
385the auto apply code on map instantiation.
386
387=over 4
388
389=item I<hp> <number>
390
391The number of treasures to generate.
392
393=item I<exp> <level>
394
395If FLAG_AUTO_APPLY is not set the exp field has no further meaning
396and the difficulty for the treasurecode only depends on the maps difficulty,
397otherwise the exp field has the following meaning:
398
399If this field is not 0 it is passed as the difficulty
400to the treasure generation code to determine how good, how much
401worth a treasure is or what bonuses it is given by the treasure code.
402
403If this field is not set or 0 the difficulty of the map is passed to the treasure
404generation code.
405
406=item I<randomitems> <treasurelist>
407
408The treasurelist to use to generate the treasure which is put in the
409treasure objects inventory.
410
411=back
412
413=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
414
415These objects contain a spell and will emit it on apply, which most
416of the time has the meaning of 'drinking'.
417
418If no resistancy field, stat field or attacktype is set and no spell
419is put in the potion by the sp field or the randomitems the
420potion will become an artifact and the artifact code decides which kind
421of potion will be generated.
422
423If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
424will yield an explosion and hurt the player.
425
426=over 4
427
428=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
429
430These stat fields determine how many stat points the player gets
431when he applies this potion.
432
433If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
434
435=item I<sp> <number>
436
437If this field is set and the randomitems field is not set
438the field is interpreted as spell number, please look the right
439number up in common/loader.C.
440
441If this field is set the randomitems field will be unset by the
442map loading code.
443
444=item I<attacktype> <attacktype>
445
446This field has some special meaning in potions, currently the
447bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
448restoration potion or improvement potion.
449See include/attackinc.h for the bits of these types.
450
451If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
452will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
453set the player will be drained a random stat by inserting an ARCH_DEPLETION
454into him.
455
456If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
457When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
458
459=item I<resist_RESISTANCY> <number>
460
461If this stat is set and no spell is in the potion the potion
462will create a force that give the player this specific resistancy.
463The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
464and the potion will last 10 times longer than the default force archetype
465FORCE_NAME (at the moment of this writing spell/force.arc).
466
467=item I<randomitems> <treasurelist>
468
469The inventory/spell of the potion will be created by calling the treasure code
470with the treasurelist specified here. (I guess it's highly undefined what
471happens if there is not a spell in the potions inventory).
472
473=item I<on_use_yield> <archetype>
474
475When this object is applied an instance of <archetype> will be created.
476
477=item I<subtypes> <potion subtype>
478
479see include/spells.h for possible potion subtypes, there are currently 4:
480
481=over 4
482
483=item POT_SPELL
484
485Unused, default behaiour of a potion.
486
487=item POT_DUST
488
489This potion can be thrown to cast the spell that it has in it's inventory,
490the behaviour is not defined if there is not a B<SPELL> in the inventory and the
491server will log an error.
492
493=item POT_FIGURINE
494
495Unused, default behaiour of a potion.
496
497=item POT_BALM
498
499Unused, default behaiour of a potion.
500
501=back
502
503=back
504
505=head3 B<FOOD> - type 6 - Eatable stuff
506
507This is for objects that are representing general eatables like
508beef or bread.
509
510The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
511give different messages.
512
513The specialty of B<FLESH> is that it inherits the resistancies of the
514monsters it was generated in and will let dragons raise their resistancies
515with that. If the monster has the B<POISON> attacktype the B<FLESH>
516will change into B<POISON>.
517
518If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
519and if he doesn't find any of that he will start eating B<FLESH>.
520
521=over 4
522
523=item I<title> <string>
524
525If the food has B<title> set or is cursed it is considered 'special', which
526means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
527I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
528on the player.
529
530The higher the I<food> field is the longer the improvement of the player lasts
531(except for I<hp> and I<sp>).
532
533=item I<food> <number>
534
535This is the amount of food points the player gets when he eats this.
536
537=item I<on_use_yield> <archetype>
538
539When this object is applied an instance of <archetype> will be created.
540
541=back
542
543=head3 B<POISON> - type 7 - Poisonous stuff
544
545This type is for objects that can poison the player when he drinks/applies it.
546When applied it will hit the attacked with AT_POISON and will create
547a B<POISONING> object in the one who was hit.
548
549=over 4
550
551=item I<level> <number>
552
553This field affects the probability of poisoning. The higher the level difference
554between the one who is hit and the poision the more probable it is the attacked
555one will be poisoned.
556
557=item I<slaying> <race>
558
559This field has the usual meaning of 'slaying', when the
560poisoned's race matches the I<slaying> field the damage done by the poison
561is multiplied by 3.
562
563=item I<hp> <number>
564
565This is the amount of damage the player will receive from applying this. The
566attacktype AT_POISON will be used to hit the player and the damage will
567determine the strenght, duration and depletion of stats of the poisoning. The
568created B<POISONING> object which is being placed in the one who was attacked will
569get the damage from this field (which is maybe adjusted by slaying or the
570resistancies).
571
572=item I<food> <number>
573
5741/4 of <number> will be drained from the players I<food>.
575
576=item I<on_use_yield> <archetype>
577
578When this object is applied an instance of <archetype> will be created.
579
580=back
581
582=head3 B<BOOK> - type 8 - Readable books
583
584This type is basically for representing text books in the game.
585
586Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
587
588=over 4
589
590=item I<msg> <text>
591
592This is the contents of the book. When this field is unset
593at treasure generation a random text will be inserted.
594
595=item I<skill> <skill name>
596
597The skill required to read this book. (The most resonable
598skill would be literacy).
599
600=item I<exp> <number>
601
602The experience points the player get for reading this book.
603
604=item I<subtype> <readable subtype>
605
606This field determines the type of the readable.
607Please see common/readable.C in the readable_message_types table.
608
609=back
610
611=head3 B<CLOCK> - type 9 - Clocks
612
613This type of objects just display the time when being applied.
614
615=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
616
617This is a spell effect of a moving bolt. It moves straigt forward
618through the map until something blocks it.
619If FLAG_REFLECTING is set it even reflects on walls.
620
621FLAG_IS_TURNABLE should be set on these objects.
622
623=over 4
624
625=item I<move_type> <movetype>
626
627This field affects the move type with which the lightning moves through
628the map and which map cells will reflect or block it.
629
630=item I<attacktype> <attacktype>
631
632The attacktype with which it hits the objects on the map.
633
634=item I<dam> <number>
635
636The damage this bolt inflicts when it hits objects on the map.
637
638=item I<Dex> <number>
639
640This is the fork percentage, it is reduced by 10 per fork.
641And the I<dam> field is halved on each fork.
642
643=item I<Con> (internal)
644
645This value is a percentage of which the forking lightning
646is deflected to the left. This value should be mostly used internally.
647
648=item I<duration> <number>
649
650The duration the bolt stays on a map cell. This field is decreased each time
651the object is processed (see the meaning of I<speed> and I<speed_left> fields in
652the generic object field description).
653
654=item I<range> <number>
655
656This is the range of the bolt, each space it advances this field is decreased.
657
658=back
659
660=head3 B<ARROW> - type 13 - Arrows
661
662This is the type for objects that represent projectiles like arrows.
663The movement of B<THROWN_OBJ>s behave similar to this type.
664
665Flying arrows are stopped either when they hit something blocking
666(I<move_block>) or something which is alive.
667If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
668set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
669damage with a small chance which is affected by the I<level> field of the arrow.
670
671If FLAG_REFLECTING is set on the arrow it will bounce off everything
672that is not alive and blocks it's movement.
673
674When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
675fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
676the object, to restore them once the arrow has been stopped.
677
678=over 4
679
680=item I<dam> <number>
681
682The amount of damage that is being done to the victim that gets hit.
683This field is recomputed when the arrow is fired and will consist
684of the sum of a damage bonus (see description of the B<BOW> type),
685the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
686and the arrows I<magic> field.
687
688=item I<wc> <number>
689
690The weapon class of the arrow, which has effect on the probability of hitting.
691
692It is recomputed when the arrow is being fired by this formula:
693
694 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
695 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
696
697When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
698level is not added.
699
700wc_mod is dependend on the fire mode of the bow. For a more detailed
701explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
702
703=item I<magic> <number>
704
705This field is added to the damage of the arrow when it is shot and
706will also improve it's I<speed> by 1/5 of it's value.
707
708=item I<attacktype> <attacktype>
709
710Bitfield which decides the attacktype of the damage, see include/attackinc.h
711On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
712
713=item I<level> <number> (interally used)
714
715The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
716see above in the B<ARROW> description.
717
718The I<level> is set when the arrow is fired to either the skill level or the
719shooters level.
720
721=item I<speed> <number> (internal)
722
723This field shouldn't be set directly in the archetype, the arrow will get it's
724I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
725arrow will be stopped immediatly.
726
727On fireing the I<speed> of the arrow is computed of 1/5 of the
728sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
729of the bows I<dam> field is added to the I<speed> of the arrow.
730
731The minimum I<speed> of an arrow is 1.0.
732
733While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
734
735If the I<speed> is above 10.0 it goes straight through the creature it hits and
736it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
737stopped and either sticked into the victim (see I<weight> field description) or
738put on it's map square (if it didn't break, see description of the I<food> field).
739
740=item I<weight> <number>
741
742This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
743the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
744
745=item I<food> <number>
746
747The breaking percentage. 100 (%) means: breaks on usage for sure.
748
749=item I<inventory> (internal)
750
751If the flying/moving object has something in it's inventory and it stops, it
752will be replaced with it's inventory. Otherwise it will be handled as usual,
753which means: it will be calculated whether the arrow breaks and it will be
754reset for reuse.
755
756=item I<slaying> <string>
757
758When the bow that fires this arrow has it's I<slaying> field set it is copied
759to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
760
761=item I<move_type> <movetype> (internally used)
762
763This field is set when the arrow is shot to MOVE_FLY_LOW.
764
765=item I<move_on> <movetype> (internally used)
766
767This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
768
769=item I<race> <string>
770
771The I<race> field is a unique key that assigns arrows, bows and quivers. When
772shooting an arrow the bows I<race> is used to search for arrows (which have the
773same I<race> as the bow) in the players inventory and will recursively search in
774the containers (which are applied and have the same I<race> as the bow and the arrow).
775
776=back
777
778=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
779
780TODO, but take into account B<ARROW> description above!
781
65=head3 WEAPON - type 15 - Weapons 782=head3 B<WEAPON> - type 15 - Weapons
66 783
67This type is for general hack and slash weapons like swords, maces 784This type is for general hack and slash weapons like swords, maces
68and daggers and and .... 785and daggers and and ....
69 786
70=over 4 787=over 4
71 788
72=item weapontype <type id> 789=item I<weapontype> <type id>
73 790
74decides what attackmessages are generated, see include/define.h 791decides what attackmessages are generated, see include/define.h
75 792
76=item attacktype <bitmask> 793=item I<attacktype> <bitmask>
77 794
78bitfield which decides the attacktype of the damage, see include/attackinc.h 795bitfield which decides the attacktype of the damage, see include/attackinc.h
79 796
80=item dam <integer> 797=item I<dam> <number>
81 798
82amount of damage being done with the attacktype 799amount of damage being done with the attacktype
83 800
84=item item_power <level> 801=item I<item_power> <level>
85 802
86the itempower of this weapon. 803the itempower of this weapon.
87 804
88=item name 805=item I<name>
89 806
90the name of the weapon. 807the name of the weapon.
91 808
92=item level (internal) 809=item I<level> (internal)
93 810
94The improvement state of the weapon. 811The improvement state of the weapon.
95If this field is greater than 0 the 'name' field starts with the 812If this field is greater than 0 the I<name> field starts with the
96characters name who improved this weapon. 813characters name who improved this weapon.
97 814
98=item last_eat (internal) 815=item I<last_eat> (internal)
99 816
100seems to be the amount of improvements of a weapon, 817This 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): 818the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
102 819
103 ((who->level / 5) + 5) >= op->last_eat 820 ((who->level / 5) + 5) >= op->last_eat
104 821
105=item last_sp 822=item I<last_sp>
106 823
107the weapon speed (see magic description) 824the weapon speed (see magic description)
108 825
109=item food <integer> 826=item I<food> <number>
110 827
111addition to food regeneration of the player 828addition to food regeneration of the player
112 829
113=item hp <integer> 830=item I<hp> <number>
114 831
115addition to health regeneration 832addition to health regeneration
116 833
117=item sp <integer> 834=item I<sp> <number>
118 835
119addition to mana regeneration 836addition to mana regeneration
120 837
121=item grace <integer> 838=item I<grace> <number>
122 839
123addititon to grace regeneration 840addititon to grace regeneration
124 841
125=item gen_sp_armour <integer> 842=item I<gen_sp_armour> <number>
126 843
127the players gen_sp_armour field (which is per default 10) is added the <integer> amount. 844the 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() 845<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
129is multiplied: gen_sp *= 10/<integer> 846do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
130meaning: values > 10 of gen_sp_armour limits the amout of regenerated 847I<gen_sp_armour> limits the amout of regenerated spellpoints.
131spellpoints.
132 848
133generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 849Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
134sp regeneration. 850I<sp> regeneration.
135 851
136=item body_<body slot/part> 852=item I<body_BODYSLOT>
137 853
138the part of the body you need to use this weapon, possible values should be 854The part/slot of the body you need to use this weapon, possible values for
139looked up in common/item.C at body_locations. 855C<BODYSLOT> should be looked up in common/item.C at body_locations.
140 856
141=item resist_<resistnacy> <integer> 857The value (in the range C<-7..7>) gives the number of those body slots
858used up by the item (if negative) or the number of body slots this object
859has (if positive, e.g. for monsters or players). The special value C<0>
860indicates that this object cannot equip items requiring these body slots.
861
862=item I<resist_RESISTANCY> <number>
142 863
143this is the factor with which the difference of the players resistancy and 100% 864this is the factor with which the difference of the players resistancy and 100%
144is multiplied, something like this: 865is multiplied, something like this:
145 866
146 additional_resistancy = (100 - current_resistanct) * (<integer>/100) 867 additional_resistancy = (100 - current_resistancy) * (<number>/100)
147 868
148if <integer> is negative it is added to the total vulnerabilities, 869if <number> is negative it is added to the total vulnerabilities,
149and later the total resistance is decided by: 870and later the total resistance is decided by:
150 871
151 'total resistance = total protections - total vulnerabilities' 872 'total resistance = total protections - total vulnerabilities'
152 873
153see also common/living.C:fix_player 874see also common/living.C:fix_player.
154 875
155=item patch_(attuned|repelled|denied) 876=item I<path_(attuned|repelled|denied)>
156 877
157this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 878this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
158for the pathes. 879for the pathes.
159 880
160=item luck <integer> 881=item I<luck> <number>
161 882
162this luck is added to the players luck 883this luck is added to the players I<luck>
163 884
164=item move_type 885=item I<move_type>
165 886
166if the weapon has a move_type set the player inherits it's move_type 887if the weapon has a I<move_type> set the player inherits it's I<move_type>
167 888
168=item exp <integer> 889=item I<exp> <number>
169 890
170the added_speed and bonus_speed of the player is raised by <integer>/3. 891the added_speed and bonus_speed of the player is raised by <number>/3.
171if <integer> < 0 then the added_speed is decreased by <integer> 892if <number> < 0 then the added_speed is decreased by <number>
172 893
173=item weight 894=item I<weight>
174 895
175the weight of the weapon 896the weight of the weapon
176 897
177=item magic 898=item I<magic>
178 899
179the magic field affects the amounts of the following fields: 900the I<magic> field affects the amounts of the following fields:
180 901
181 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 902 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
182 903
183 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 904 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
184 905
185 - dam: the players dam is adjusted by: player->dam += (dam + magic) 906 - dam: the players dam is adjusted by: player->dam += (dam + magic)
186 907
187 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 908 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
188 (minium is 0) 909 (minium is 0)
189 910
190=item ac <integer> 911=item I<ac> <number>
191 912
192the amount of ac points the player's ac is decreased 913the amount of ac points the player's I<ac> is decreased when applying this object.
193 914
194=item wc <integer> 915=item I<wc> <number>
195 916
196the amount of wc points the player's ac is decreased 917the amount of wc points the player's I<wc> is decreased when applying this object.
197 918
198=back 919=back
199 920
200=head4 Player inherits following flags from weapons: 921=head4 Player inherits following flags from weapons:
201 922
202 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 923 FLAG_LIFESAVE
203 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 924 FLAG_REFL_SPELL
925 FLAG_REFL_MISSILE
926 FLAG_STEALTH
927 FLAG_XRAYS
928 FLAG_BLIND
929 FLAG_SEE_IN_DARK
930 FLAG_UNDEAD
931
932=head3 B<GRIMREAPER> - type 28 - Grimreapers
933
934These type are mostly used for monsters, they give the
935monster the ability to dissapear after 10 hits with AT_DRAIN.
936
937=over 4
938
939=item I<value> <number>
940
941This field stores the hits the monster did yet.
942
943=back
944
945=head3 B<CREATOR> - type 42 - Object creators
946
947Once a creator is activated by a connection it creates a number of objects
948(cloned from it's inventory or a new object derived from the archetype
949named in the other_arch slot).
950
951If FLAG_LIVESAFE is set the number of uses is unlimited.
952
953=over 4
954
955=item I<hp> <number>
956
957If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
958be used.
959
960=item I<speed> <number>
961
962If I<speed> is set the creator will create an object periodically,
963see I<speed> and I<speed_left> fields in the general object field description
964for more details.
965
966=item I<slaying> <string>
967
968If set the generated object's name and title will be set to this.
969
970=item I<other_arch> <string>
971
972If the inventory of the creator is empty new objects will be derived from the
973archetype named by <string>.
974
975=item I<connected> <number>
976
977See generic object field description.
978
979=back
980
981=head3 B<DRINK> - type 54 - Drinkable stuff
982
983See B<FOOD> description.
984
985=head3 B<CHECK_INV> - type 64 - Inventory checkers
986
987This object checks whether the player has a specific item in his
988inventory when he moves above the inventory checker. If the player has
989the item (or not, which can be controlled with a flag) a connection will be triggered.
990
991If you set I<move_block> you can deny players and monsters to reach the space where
992the inventory checker is on, see I<move_block> description below.
993
994The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
995So matching one of those conditions is enough.
996
997=over 4
998
999=item I<move_block> <move type bitmask>
1000
1001If you set this field to block a movetype the move code will block any moves
1002onto the space with the inventory checker, IF the moving object doesn't have
1003(or has - if I<last_sp> = 0) the item that the checker is searching for.
1004
1005=item I<last_sp> (0|1)
1006
1007If I<last_sp> is 1 'having' the item that is being checked for will
1008activate the connection or make the space with the checker non-blocking.
1009If I<last_sp> is 0 'not having' the item will activate the connection
1010or make the space with the checker non-blocking.
1011
1012=item I<last_heal> (0|1)
1013
1014If I<last_heal> is 1 the matching item will be removed if the inventory checker
1015activates a connection and finds the item in the inventory.
1016
1017(A inventory checker that blocks a space won't remove anything from inventories)
1018
1019=item I<hp> <number>
1020
1021If this field is not 0 the inventory checker will search for an object
1022with the type id <number>.
1023
1024=item I<slaying> <string>
1025
1026If this field is set the inventory checker will search for an object that
1027has the same string in the I<slaying> field (for example a key string of a key).
1028
1029=item I<race> <string>
1030
1031If this field is set the inventory checker will search for an object which
1032has the archetype name that matches <string>.
1033
1034=item I<connected> <connection id>
1035
1036This is the connection that will be activated. The connection is
1037'pushed' when someone enters the space with the inventory checker,
1038and it is 'released' when he leaves it.
1039
1040See also the description of the I<connected> field in the generic object field
1041section.
1042
1043=back
1044
1045=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1046
1047speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1048changes.
1049
1050 (based on value that last_sp takes):
1051 0: 'furious' Makes all monsters aggressive
1052 1: 'angry' As above but pets are unaffected
1053 2: 'calm' Makes all monsters unaggressive
1054 3: 'sleep' Puts all monsters to sleep
1055 4: 'charm' Makes monster into a pet of person
1056 who triggers the square. This setting
1057 is not enabled for continous operation
1058 5: 'destroy mons' destroy any monsters on this space
1059 6: 'destroy pets' destroy friendly monsters on this space
1060
1061=head3 B<FLESH> - type 72 - Organs and body parts
1062
1063See B<FOOD> description.
1064
1065=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1066
1067A type for any object that has no special behaviour.
1068
1069=head3 B<LAMP> - type 82 - A lamp
1070
1071This object represents a lamp, that can be carried and switched
1072on and off and has a certain amount of fuel in it.
1073
1074A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1075Each of them should point at the other one with it's I<other_arch> field.
1076
1077See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1078
1079If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081
1082=over 4
1083
1084=item I<glow_radius> <number>
1085
1086The radius of the light that the lamp emits, see also I<glow_radius> in the
1087generic object flags description.
1088
1089=item I<speed> <number>
1090
1091If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1092lamp burns it's fuel (I<food>).
1093
1094Setting FLAG_CHANGING makes only sense on the archetype which represents
1095the 'on' state of the lamp.
1096
1097See also the description of FLAG_CHANGING.
1098
1099Lamps which have no FLAG_CHANGING set would also make sense and represent
1100lamps that never burn up.
1101
1102=item I<other_arch> <number>
1103
1104This is the field that points to the 'other' archetype which represents the
1105opposite state of the lamp. The newly from I<other_arch> derived object will
1106replace the current object and will get the value of I<food> of the replaced object.
1107
1108Rationale:
1109
1110When the lamp (on) is applied a new object is derived from the archetype
1111in I<other_arch> and the I<food> value is copied to it ('the fuel is
1112transferred'). The new lamp (off) object has to have a I<other_arch> field
1113which points to the archetype from which a lamp (on) can be derived.
1114
1115=item I<food> <number>
1116
1117This fields stands for the fuel of the lamp.
1118
1119=back
1120
1121=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1122
1123This type of objects multiplies objects that are above it when it is activated.
1124You can even multiply by 0, which will destroy the object.
1125
1126=over 4
1127
1128=item I<level> <number>
1129
1130The multiplicator, if set to 0 or lower it will destroy the objects above it.
1131
1132=item I<other_arch> <string>
1133
1134The archetype name of the objects that should be multiplied.
1135
1136=item I<connected> <number>
1137
1138See generic object field description.
1139
1140=back
1141
1142=head3 B<HOLE> - type 94 - Holes
1143
1144B<HOLE>s are holes in the ground where objects can fall through. When the hole
1145opens and/or is completly open all objects above it fall through (more
1146precisely: if their head is above the hole).
1147
1148When the B<HOLE> is activated it's speed is set to 0.5.
1149
1150These holes can only transfer the one who falls through to other coordinates
1151on the same map.
1152
1153=over 4
1154
1155=item I<maxsp> (0|1)
1156
1157This field negates the state of the connection: When maxsp is 1 the pit will
1158open/close when the connection is deactivated. Otherwise it will open/close
1159when the connection is activated. This field only has effect when the
1160connection is triggered. So if you put a closed hole on a map, and the
1161connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1162connection was triggered once.
1163
1164=item I<connected> <connection id>
1165
1166This is the connection id, which lets the hole opening or closing when
1167activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1168at which connection state the object is activated.
1169
1170For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1171the connection is released.
1172
1173=item I<wc> <number> (internal)
1174
1175This is an internal field. If it is greater than 0 it means that the hole is not
1176yet fully open. More preciesly: this field is the animation-step and if it is
1177set to the 'closed' step of the animation the hole is closed and if it is on
1178the 'open' animation step (I<wc> = 0), the hole is open.
1179
1180=item I<sp> <number>
1181
1182The destination y coordinates on the same map.
1183
1184=item I<hp> <number>
1185
1186The destination x coordinates on the same map.
1187
1188=back
1189
1190=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1191
1192This type is doing the actual damage to the ones who were attacked
1193via AT_POISON (or drank B<POISON>).
1194
1195The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1196there for details).
1197
1198=over 4
1199
1200=item I<dam> <number>
1201
1202Each time the poisoning is proccessed (which is determined by the I<speed> and
1203I<speed_left> fields, see the general object fields description above) it hits
1204the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1205simply hit the player with no strings attached).
1206
1207=item I<food> <number>
1208
1209Just a note: The posioning is removed if I<food> == 1 and not if
1210the whole I<duration> is up, because the B<POISONING> code has to remove
1211the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1212deletes the B<POISONING> object.
1213
1214=back
1215
1216=head3 B<FORCE> - type 114 - Forces
1217
1218Forces are a very 'thin' type. They don't have much behaviour other than
1219disappearing after a time and/or affecting the player if they are in his
1220inventory.
1221
1222Forces only take effect on the player if they have FLAG_APPLIED set.
1223
1224Whether the I<duration> field is processed or not per tick is controlled by the
1225I<speed> and I<speed_left> fields. Look above in the generic object field description.
1226
1227NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1228interpreter like described in the description of the FLAG_IS_USED_UP flag.
1229BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1230will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1231removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1232have good semantics on forces, try to avoid it.
1233
1234=over 4
1235
1236=item I<duration>
1237
1238While this field is greater than 0 the force/object is not destroyed. It is
1239decreased each tick by 1.
1240
1241If it reaches 0 the force/object is destroyed.
1242
1243This field can have this meaning for B<any> object if that object has
1244FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1245what happens then.
1246
1247=back
1248
1249=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1250
1251This object is generated by the B<POTION> code when the potion is a resistance
1252giving potion. It has mainly the same behaviour as a B<FORCE>.
1253
1254The specialty of the potion effect is that the resistancy it gives is absolute,
1255so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1256fire.
1257
1258Multiple potion effects only give you the maximum of their resistancy.

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