ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/pod/objects.pod
(Generate patch)

Comparing deliantra/server/pod/objects.pod (file contents):
Revision 1.2 by elmex, Mon Dec 18 12:01:20 2006 UTC vs.
Revision 1.30 by elmex, Mon Jan 12 00:17:23 2009 UTC

1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
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
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
118
79=item speed <numeric> 119=item I<speed> <number>
80 120
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
83 123
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
86 126
87=item speed_left <number> 127=item I<speed_left> <number>
88 128
89If this field is greater than 0 and the object is on the 129If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 130active list (mostly means it's speed is also greater than 0):
91 131
92 - speed_left is decreased by 1 132 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 133 - and this object is processed and experiences a server tick.
94 134
95If the object is on the active list and speed_left is lower or 135If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 136equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 137on the end of the tick.
98 138
139This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
140the more seldom the object is processed. And the higher I<speed> is
141the more often the object is processed.
142
143=item I<connected> <number>
144
145When this field is set the object will be linked to a connection with the
146id <number>. What happens when the connection is 'activated' depends on the
147type of the object.
148
149FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
150when to activate the object, see description of these below for further details.
151
99=item no_drop (0|1) 152=item I<no_drop> (0|1)
100 153
101Sets the flag FLAG_NO_DROP. See the Flags section below. 154Sets the flag FLAG_NO_DROP.
155See Flags section below.
102 156
103=item applied (0|1) 157=item I<applied> (0|1)
104 158
105Sets the flag FLAG_APPLIED. See the Flags section below. 159Sets the flag FLAG_APPLIED.
160See Flags section below.
106 161
107=item is_used_up (0|1) 162=item I<is_used_up> (0|1)
108 163
109Sets the flag FLAG_IS_USED_UP. See Flags section below. 164Sets the flag FLAG_IS_USED_UP.
165See Flags section below.
110 166
167=item I<changing> (0|1)
168
169Sets the flag FLAG_CHANGING.
170See Flags section below.
171
172=item I<auto_apply> (0|1)
173
174Sets the flag FLAG_AUTO_APPLY.
175See Flags section below.
176
177=item I<no_steal> (0|1)
178
179Sets the flag FLAG_NO_STEAL.
180See Flags section below.
181
182=item I<reflecting> (0|1)
183
184Sets the flag FLAG_REFLECTING.
185See Flags section below.
186
187=item I<reflect_spell> (0|1)
188
189Sets the flag FLAG_REFL_SPELL.
190See Flags section below.
191
192=item I<no_skill_ident> (0|1)
193
194Sets the flag FLAG_NO_SKILL_IDENT.
195See Flags section below.
196
197=item I<activate_on_push> (0|1) (default: 1)
198
199Sets the flag FLAG_ACTIVATE_ON_PUSH.
200See Flags section below.
201
202=item I<activate_on_release> (0|1) (default: 1)
203
204Sets the flag FLAG_ACTIVATE_ON_RELEASE.
205See Flags section below.
206
207=item I<is_lightable> (0|1)
208
209Sets the flag FLAG_IS_LIGHTABLE.
210See Flags section below.
211
111=item editable (more than deprecated) 212=item I<editable> (more than deprecated)
112 213
113This field had a special meaning for crossedit, which used parts 214This field had a special meaning for crossedit, which used parts
114of the server code for editing. Wherever you see this attribute being 215of the server code for editing. Wherever you see this field being
115set in an archetype ignore it and/or remove it. No code interprets this 216set in an archetype ignore it and/or remove it. No code interprets this
116field anymore. 217field anymore.
117 218
118=back 219=back
119 220
131 232
132This flag mostly states whether this object has been 'applied' by the player. 233This flag mostly states whether this object has been 'applied' by the player.
133For objects that are applied by the code or have this flag set in the archetype 234For objects that are applied by the code or have this flag set in the archetype
134it mostly means 'this object is active'. 235it mostly means 'this object is active'.
135 236
136For example the player adjustments of the hp/sp/grace fields and inheritance 237For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
137of flags from objects in his inventory is toggled by this flag. 238of flags from objects in his inventory is toggled by this flag.
138 239
139=item FLAG_IS_USED_UP 240=item FLAG_IS_USED_UP
140 241
141This flag controls whether an object is 'used up'. If it is set the 'food' field 242This flag controls whether an object is 'used up'. If it is set I<food>
142of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 243is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
143it is removed.
144 244
145If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 245If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
146this object is removed or not, see the Force type below for the meaning 246this object is removed or not, see the B<FORCE> type below for the meaning
147of the duration field in this context. 247of the duration field in this context.
148 248
149=back 249If FLAG_APPLIED is not set the object is destroyed.
150 250
151=head2 Description of type specific attributes 251=item FLAG_CHANGING
252
253If the I<state> field of the object is 0 the object will be processed periodically
254(if I<speed> is set). If the I<state> field is 1 it won't be processed.
255
256This flag indicates that the object is changing into a different object.
257The object has to have the I<other_arch> field set. The object the changing object
258changes into is derived from the archetype in I<other_arch>.
259
260When the object does not have FLAG_ALIVE set the I<food> field will be decremented
261each time the object is processed, and if I<food> reaches 0 one new object will be generated.
262
263When the object has FLAG_ALIVE set the I<food> field is the number of objects that
264will be generated.
265
266After the new object is created the I<hp> field from the old object is copied into
267the new one.
268
269=item FLAG_IS_A_TEMPLATE (internal use)
270
271This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
272or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
273
274=item FLAG_AUTO_APPLY
275
276This flag has currently only meaning for the B<TREASURE> type, see below.
277
278=item FLAG_ACTIVATE_ON_PUSH
279
280This flag has only meaning for objects that can be linked together
281by the I<connected> field and controls wether the object should
282be activated when the connection is 'pushed' or it is 'released'.
283
284What 'pushed' and 'released' means depends on the object that
285activates the connection.
286
287This flag is by default on.
288
289=item FLAG_ACTIVATE_ON_RELEASE
290
291This flag has only meaning for objects that can be linked together
292by the I<connected> field and controls wether the object should
293be activated when the connection is 'pushed' or it is 'released'.
294
295What 'pushed' and 'released' means depends on the object that
296activates the connection.
297
298This flag is by default on.
299
300=item FLAG_NO_STEAL
301
302When this flag is set this object can't be stolen. The flag will be
303reset once the object is placed on a map.
304
305When this flag is set on a monster it can defend attempts at stealing
306(but in this context the flag is only used internally).
307
308=item FLAG_NO_SKILL_IDENT
309
310This flag is mostly used internal and prevents unidentified objects
311(objects which don't have FLAG_IDENTIFIED set) being identified
312multiple times by skills.
313
314This flag is used to mark objects which were unsuccessfully identified by a
315players skill. So that multiple tries of identifying aren't more effective than
316one.
317
318=item FLAG_REFLECTING
319
320This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
321to indicate whether this object reflects off walls.
322
323=item FLAG_REFL_SPELL
324
325This flag indicates whether something reflects spells, like spell reflecting
326amuletts.
327
328=item FLAG_IS_LIGHTABLE
329
330This flag indicates whether a B<LIGHTER> can light this object. See also the
331description of the B<LIGHTER> type. How easy you can light an item depends
332partially on the material of the object.
333
334=back
335
336=head2 Description of type specific fields and behaviour
152 337
153The beginning of the headers of the following subsection 338The beginning of the headers of the following subsection
154are the server internal names for the objects types, see include/define.h. 339are the server internal names for the objects types, see include/define.h.
155The numeric values are maybe not 100% accurate, as the code is a changing
156target, please consult include/define.h in doubt :-)
157 340
341=head3 B<TRANSPORT> - type 2 - Player transports
342
343This type is implemented by the transport extension and has currently no special
344fields that affect it.
345
346=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
347
348Rods contain spells and can be fired by a player.
349
350=over 4
351
352=item I<level> <number>
353
354This field is used for calculating the spell level that can be fired
355with this rod, it's also the maximum level of the spell that can be fired.
356The level of the spell that is being fired depends mostly on
357the 'use magic item' skill level of the player and 1/10 of the level of the
358rod is added as bonus.
359
360=item I<hp> <number>
361
362The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
363maxhp/10> per tick.
364
365=item I<maxhp> <number>
366
367The maximum amount of spellpoints this rod has.
368
369=item I<skill> <skill name>
370
371This field determines which skill you need to apply this object.
372
373=back
374
375=head3 B<TREASURE> - type 4 - Treasures
376
377This type of objects are for random treasure generation in maps.
378If this object is applied by a player it will replace itself with it's
379inventory. If it is automatically applied
380generate a treasure and replace itself with the generated treasure.
381
382Chests are also of this type, their treasures are generated by
383the auto apply code on map instantiation.
384
385=over 4
386
387=item I<hp> <number>
388
389The number of treasures to generate.
390
391=item I<exp> <level>
392
393If FLAG_AUTO_APPLY is not set the exp field has no further meaning
394and the difficulty for the treasurecode only depends on the maps difficulty,
395otherwise the exp field has the following meaning:
396
397If this field is not 0 it is passed as the difficulty
398to the treasure generation code to determine how good, how much
399worth a treasure is or what bonuses it is given by the treasure code.
400
401If this field is not set or 0 the difficulty of the map is passed to the treasure
402generation code.
403
404=item I<randomitems> <treasurelist>
405
406The treasurelist to use to generate the treasure which is put in the
407treasure objects inventory.
408
409=back
410
411=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
412
413These objects contain a spell and will emit it on apply, which most
414of the time has the meaning of 'drinking'.
415
416If no resistancy field, stat field or attacktype is set and no spell
417is put in the potion by the sp field or the randomitems the
418potion will become an artifact and the artifact code decides which kind
419of potion will be generated.
420
421If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
422will yield an explosion and hurt the player.
423
424=over 4
425
426=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
427
428These stat fields determine how many stat points the player gets
429when he applies this potion.
430
431If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
432
433=item I<sp> <number>
434
435If this field is set and the randomitems field is not set
436the field is interpreted as spell number, please look the right
437number up in common/loader.C.
438
439If this field is set the randomitems field will be unset by the
440map loading code.
441
442=item I<attacktype> <attacktype>
443
444This field has some special meaning in potions, currently the
445bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
446restoration potion or improvement potion.
447See include/attackinc.h for the bits of these types.
448
449If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
450will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
451set the player will be drained a random stat by inserting an ARCH_DEPLETION
452into him.
453
454If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
455When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
456
457=item I<resist_RESISTANCY> <number>
458
459If this stat is set and no spell is in the potion the potion
460will create a force that give the player this specific resistancy.
461The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
462and the potion will last 10 times longer than the default force archetype
463FORCE_NAME (at the moment of this writing spell/force.arc).
464
465=item I<randomitems> <treasurelist>
466
467The inventory/spell of the potion will be created by calling the treasure code
468with the treasurelist specified here. (I guess it's highly undefined what
469happens if there is not a spell in the potions inventory).
470
471=item I<on_use_yield> <archetype>
472
473When this object is applied an instance of <archetype> will be created.
474
475=item I<subtypes> <potion subtype>
476
477see include/spells.h for possible potion subtypes, there are currently 4:
478
479=over 4
480
481=item POT_SPELL
482
483Unused, default behaiour of a potion.
484
485=item POT_DUST
486
487This potion can be thrown to cast the spell that it has in it's inventory,
488the behaviour is not defined if there is not a B<SPELL> in the inventory and the
489server will log an error.
490
491=item POT_FIGURINE
492
493Unused, default behaiour of a potion.
494
495=item POT_BALM
496
497Unused, default behaiour of a potion.
498
499=back
500
501=back
502
503=head3 B<FOOD> - type 6 - Eatable stuff
504
505This is for objects that are representing general eatables like
506beef or bread.
507
508The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
509give different messages.
510
511The specialty of B<FLESH> is that it inherits the resistancies of the
512monsters it was generated in and will let dragons raise their resistancies
513with that. If the monster has the B<POISON> attacktype the B<FLESH>
514will change into B<POISON>.
515
516If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
517and if he doesn't find any of that he will start eating B<FLESH>.
518
519=over 4
520
521=item I<title> <string>
522
523If the food has B<title> set or is cursed it is considered 'special', which
524means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
525I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
526on the player.
527
528The higher the I<food> field is the longer the improvement of the player lasts
529(except for I<hp> and I<sp>).
530
531=item I<food> <number>
532
533This is the amount of food points the player gets when he eats this.
534
535=item I<on_use_yield> <archetype>
536
537When this object is applied an instance of <archetype> will be created.
538
539=back
540
541=head3 B<POISON> - type 7 - Poisonous stuff
542
543This type is for objects that can poison the player when he drinks/applies it.
544When applied it will hit the attacked with AT_POISON and will create
545a B<POISONING> object in the one who was hit.
546
547=over 4
548
549=item I<level> <number>
550
551This field affects the probability of poisoning. The higher the level difference
552between the one who is hit and the poision the more probable it is the attacked
553one will be poisoned.
554
555=item I<slaying> <race>
556
557This field has the usual meaning of 'slaying', when the
558poisoned's race matches the I<slaying> field the damage done by the poison
559is multiplied by 3.
560
561=item I<hp> <number>
562
563This is the amount of damage the player will receive from applying this. The
564attacktype AT_POISON will be used to hit the player and the damage will
565determine the strenght, duration and depletion of stats of the poisoning. The
566created B<POISONING> object which is being placed in the one who was attacked will
567get the damage from this field (which is maybe adjusted by slaying or the
568resistancies).
569
570=item I<food> <number>
571
5721/4 of <number> will be drained from the players I<food>.
573
574=item I<on_use_yield> <archetype>
575
576When this object is applied an instance of <archetype> will be created.
577
578=back
579
580=head3 B<BOOK> - type 8 - Readable books
581
582This type is basically for representing text books in the game.
583
584Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
585
586=over 4
587
588=item I<msg> <text>
589
590This is the contents of the book. When this field is unset
591at treasure generation a random text will be inserted.
592
593=item I<skill> <skill name>
594
595The skill required to read this book. (The most resonable
596skill would be literacy).
597
598=item I<exp> <number>
599
600The experience points the player get for reading this book.
601
602=item I<subtype> <readable subtype>
603
604This field determines the type of the readable.
605Please see common/readable.C in the readable_message_types table.
606
607=back
608
609=head3 B<CLOCK> - type 9 - Clocks
610
611This type of objects just display the time when being applied.
612
613=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
614
615This is a spell effect of a moving bolt. It moves straigt forward
616through the map until something blocks it.
617If FLAG_REFLECTING is set it even reflects on walls.
618
619FLAG_IS_TURNABLE should be set on these objects.
620
621=over 4
622
623=item I<move_type> <movetype>
624
625This field affects the move type with which the lightning moves through
626the map and which map cells will reflect or block it.
627
628=item I<attacktype> <attacktype>
629
630The attacktype with which it hits the objects on the map.
631
632=item I<dam> <number>
633
634The damage this bolt inflicts when it hits objects on the map.
635
636=item I<Dex> <number>
637
638This is the fork percentage, it is reduced by 10 per fork.
639And the I<dam> field is halved on each fork.
640
641=item I<Con> (internal)
642
643This value is a percentage of which the forking lightning
644is deflected to the left. This value should be mostly used internally.
645
646=item I<duration> <number>
647
648The duration the bolt stays on a map cell. This field is decreased each time
649the object is processed (see the meaning of I<speed> and I<speed_left> fields in
650the generic object field description).
651
652=item I<range> <number>
653
654This is the range of the bolt, each space it advances this field is decreased.
655
656=back
657
658=head3 B<ARROW> - type 13 - Arrows
659
660This is the type for objects that represent projectiles like arrows.
661The movement of B<THROWN_OBJ>s behave similar to this type.
662
663Flying arrows are stopped either when they hit something blocking
664(I<move_block>) or something which is alive.
665If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
666set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
667damage with a small chance which is affected by the I<level> field of the arrow.
668
669If FLAG_REFLECTING is set on the arrow it will bounce off everything
670that is not alive and blocks it's movement.
671
672When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
673fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
674the object, to restore them once the arrow has been stopped.
675
676=over 4
677
678=item I<dam> <number>
679
680The amount of damage that is being done to the victim that gets hit.
681This field is recomputed when the arrow is fired and will consist
682of the sum of a damage bonus (see description of the B<BOW> type),
683the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
684and the arrows I<magic> field.
685
686=item I<wc> <number>
687
688The weapon class of the arrow, which has effect on the probability of hitting.
689
690It is recomputed when the arrow is being fired by this formula:
691
692 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
693 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
694
695When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
696level is not added.
697
698wc_mod is dependend on the fire mode of the bow. For a more detailed
699explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
700
701=item I<magic> <number>
702
703This field is added to the damage of the arrow when it is shot and
704will also improve it's I<speed> by 1/5 of it's value.
705
706=item I<attacktype> <attacktype>
707
708Bitfield which decides the attacktype of the damage, see include/attackinc.h
709On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
710
711=item I<level> <number> (interally used)
712
713The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
714see above in the B<ARROW> description.
715
716The I<level> is set when the arrow is fired to either the skill level or the
717shooters level.
718
719=item I<speed> <number> (internal)
720
721This field shouldn't be set directly in the archetype, the arrow will get it's
722I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
723arrow will be stopped immediatly.
724
725On fireing the I<speed> of the arrow is computed of 1/5 of the
726sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
727of the bows I<dam> field is added to the I<speed> of the arrow.
728
729The minimum I<speed> of an arrow is 1.0.
730
731While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
732
733If the I<speed> is above 10.0 it goes straight through the creature it hits and
734it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
735stopped and either sticked into the victim (see I<weight> field description) or
736put on it's map square (if it didn't break, see description of the I<food> field).
737
738=item I<weight> <number>
739
740This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
741the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
742
743=item I<food> <number>
744
745The breaking percentage. 100 (%) means: breaks on usage for sure.
746
747=item I<inventory> (internal)
748
749If the flying/moving object has something in it's inventory and it stops, it
750will be replaced with it's inventory. Otherwise it will be handled as usual,
751which means: it will be calculated whether the arrow breaks and it will be
752reset for reuse.
753
754=item I<slaying> <string>
755
756When the bow that fires this arrow has it's I<slaying> field set it is copied
757to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
758
759=item I<move_type> <movetype> (internally used)
760
761This field is set when the arrow is shot to MOVE_FLY_LOW.
762
763=item I<move_on> <movetype> (internally used)
764
765This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
766
767=item I<race> <string>
768
769The I<race> field is a unique key that assigns arrows, bows and quivers. When
770shooting an arrow the bows I<race> is used to search for arrows (which have the
771same I<race> as the bow) in the players inventory and will recursively search in
772the containers (which are applied and have the same I<race> as the bow and the arrow).
773
774=back
775
776=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
777
778TODO, but take into account B<ARROW> description above!
779
158=head3 WEAPON - type 15 - Weapons 780=head3 B<WEAPON> - type 15 - Weapons
159 781
160This type is for general hack and slash weapons like swords, maces 782This type is for general hack and slash weapons like swords, maces
161and daggers and and .... 783and daggers and and ....
162 784
163=over 4 785=over 4
164 786
165=item weapontype <type id> 787=item I<weapontype> <type id>
166 788
167decides what attackmessages are generated, see include/define.h 789decides what attackmessages are generated, see include/define.h
168 790
169=item attacktype <bitmask> 791=item I<attacktype> <bitmask>
170 792
171bitfield which decides the attacktype of the damage, see include/attackinc.h 793bitfield which decides the attacktype of the damage, see include/attackinc.h
172 794
173=item dam <number> 795=item I<dam> <number>
174 796
175amount of damage being done with the attacktype 797amount of damage being done with the attacktype
176 798
177=item item_power <level> 799=item I<item_power> <level>
178 800
179the itempower of this weapon. 801the itempower of this weapon.
180 802
181=item name 803=item I<name>
182 804
183the name of the weapon. 805the name of the weapon.
184 806
185=item level (internal) 807=item I<level> (internal)
186 808
187The improvement state of the weapon. 809The improvement state of the weapon.
188If this field is greater than 0 the 'name' field starts with the 810If this field is greater than 0 the I<name> field starts with the
189characters name who improved this weapon. 811characters name who improved this weapon.
190 812
191=item last_eat (internal) 813=item I<last_eat> (internal)
192 814
193seems to be the amount of improvements of a weapon, 815This seems to be the amount of improvements of a weapon,
194the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 816the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
195 817
196 ((who->level / 5) + 5) >= op->last_eat 818 ((who->level / 5) + 5) >= op->last_eat
197 819
198=item last_sp 820=item I<last_sp>
199 821
200the weapon speed (see magic description) 822the weapon speed (see magic description)
201 823
202=item food <number> 824=item I<food> <number>
203 825
204addition to food regeneration of the player 826addition to food regeneration of the player
205 827
206=item hp <number> 828=item I<hp> <number>
207 829
208addition to health regeneration 830addition to health regeneration
209 831
210=item sp <number> 832=item I<sp> <number>
211 833
212addition to mana regeneration 834addition to mana regeneration
213 835
214=item grace <number> 836=item I<grace> <number>
215 837
216addititon to grace regeneration 838addititon to grace regeneration
217 839
218=item gen_sp_armour <number> 840=item I<gen_sp_armour> <number>
219 841
220the players gen_sp_armour field (which is per default 10) is added the <number> amount. 842the players I<gen_sp_armour> field (which is per default 10) is being added the
221gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 843<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
222is multiplied: gen_sp *= 10/<number> 844do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
223meaning: values > 10 of gen_sp_armour limits the amout of regenerated 845I<gen_sp_armour> limits the amout of regenerated spellpoints.
224spellpoints.
225 846
226generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 847Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
227sp regeneration. 848I<sp> regeneration.
228 849
229=item body_<body slot/part> 850=item I<body_BODYSLOT>
230 851
231the part of the body you need to use this weapon, possible values should be 852The part/slot of the body you need to use this weapon, possible values for
232looked up in common/item.C at body_locations. 853C<BODYSLOT> should be looked up in common/item.C at body_locations.
233 854
234=item resist_<resistnacy> <number> 855The value (in the range C<-7..7>) gives the number of those body slots
856used up by the item (if negative) or the number of body slots this object
857has (if positive, e.g. for monsters or players). The special value C<0>
858indicates that this object cannot equip items requiring these body slots.
859
860=item I<resist_RESISTANCY> <number>
235 861
236this is the factor with which the difference of the players resistancy and 100% 862this is the factor with which the difference of the players resistancy and 100%
237is multiplied, something like this: 863is multiplied, something like this:
238 864
239 additional_resistancy = (100 - current_resistanct) * (<number>/100) 865 additional_resistancy = (100 - current_resistancy) * (<number>/100)
240 866
241if <number> is negative it is added to the total vulnerabilities, 867if <number> is negative it is added to the total vulnerabilities,
242and later the total resistance is decided by: 868and later the total resistance is decided by:
243 869
244 'total resistance = total protections - total vulnerabilities' 870 'total resistance = total protections - total vulnerabilities'
245 871
246see also common/living.C:fix_player 872see also common/living.C:fix_player.
247 873
248=item patch_(attuned|repelled|denied) 874=item I<path_(attuned|repelled|denied)>
249 875
250this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 876this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
251for the pathes. 877for the pathes.
252 878
253=item luck <number> 879=item I<luck> <number>
254 880
255this luck is added to the players luck 881this luck is added to the players I<luck>
256 882
257=item move_type 883=item I<move_type>
258 884
259if the weapon has a move_type set the player inherits it's move_type 885if the weapon has a I<move_type> set the player inherits it's I<move_type>
260 886
261=item exp <number> 887=item I<exp> <number>
262 888
263the added_speed and bonus_speed of the player is raised by <number>/3. 889the added_speed and bonus_speed of the player is raised by <number>/3.
264if <number> < 0 then the added_speed is decreased by <number> 890if <number> < 0 then the added_speed is decreased by <number>
265 891
266=item weight 892=item I<weight>
267 893
268the weight of the weapon 894the weight of the weapon
269 895
270=item magic 896=item I<magic>
271 897
272the magic field affects the amounts of the following fields: 898the I<magic> field affects the amounts of the following fields:
273 899
274 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 900 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
275 901
276 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 902 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
277 903
278 - dam: the players dam is adjusted by: player->dam += (dam + magic) 904 - dam: the players dam is adjusted by: player->dam += (dam + magic)
279 905
280 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 906 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
281 (minium is 0) 907 (minium is 0)
282 908
283=item ac <number> 909=item I<ac> <number>
284 910
285the amount of ac points the player's ac is decreased 911the amount of ac points the player's I<ac> is decreased when applying this object.
286 912
287=item wc <number> 913=item I<wc> <number>
288 914
289the amount of wc points the player's ac is decreased 915the amount of wc points the player's I<wc> is decreased when applying this object.
290 916
291=back 917=back
292 918
293=head4 Player inherits following flags from weapons: 919=head4 Player inherits following flags from weapons:
294 920
295 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 921 FLAG_LIFESAVE
296 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 922 FLAG_REFL_SPELL
923 FLAG_REFL_MISSILE
924 FLAG_STEALTH
925 FLAG_XRAYS
926 FLAG_BLIND
927 FLAG_SEE_IN_DARK
928 FLAG_UNDEAD
297 929
930=head3 B<GRIMREAPER> - type 28 - Grimreapers
931
932These type are mostly used for monsters, they give the
933monster the ability to dissapear after 10 hits with AT_DRAIN.
934
935=over 4
936
937=item I<value> <number>
938
939This field stores the hits the monster did yet.
940
941=back
942
943=head3 B<CREATOR> - type 42 - Object creators
944
945Once a creator is activated by a connection it creates a number of objects
946(cloned from it's inventory or a new object derived from the archetype
947named in the other_arch slot).
948
949If FLAG_LIVESAFE is set the number of uses is unlimited.
950
951=over 4
952
953=item I<hp> <number>
954
955If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
956be used.
957
958=item I<speed> <number>
959
960If I<speed> is set the creator will create an object periodically,
961see I<speed> and I<speed_left> fields in the general object field description
962for more details.
963
964=item I<slaying> <string>
965
966If set the generated object's name and title will be set to this.
967
968=item I<other_arch> <string>
969
970If the inventory of the creator is empty new objects will be derived from the
971archetype named by <string>.
972
973=item I<connected> <number>
974
975See generic object field description.
976
977=back
978
979=head3 B<DRINK> - type 54 - Drinkable stuff
980
981See B<FOOD> description.
982
983=head3 B<CHECK_INV> - type 64 - Inventory checkers
984
985This object checks whether the player has a specific item in his
986inventory when he moves above the inventory checker. If the player has
987the item (or not, which can be controlled with a flag) a connection will be triggered.
988
989If you set I<move_block> you can deny players and monsters to reach the space where
990the inventory checker is on, see I<move_block> description below.
991
992The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
993So matching one of those conditions is enough.
994
995=over 4
996
997=item I<move_block> <move type bitmask>
998
999If you set this field to block a movetype the move code will block any moves
1000onto the space with the inventory checker, IF the moving object doesn't have
1001(or has - if I<last_sp> = 0) the item that the checker is searching for.
1002
1003=item I<last_sp> (0|1)
1004
1005If I<last_sp> is 1 'having' the item that is being checked for will
1006activate the connection or make the space with the checker non-blocking.
1007If I<last_sp> is 0 'not having' the item will activate the connection
1008or make the space with the checker non-blocking.
1009
1010=item I<last_heal> (0|1)
1011
1012If I<last_heal> is 1 the matching item will be removed if the inventory checker
1013activates a connection and finds the item in the inventory.
1014
1015(A inventory checker that blocks a space won't remove anything from inventories)
1016
1017=item I<hp> <number>
1018
1019If this field is not 0 the inventory checker will search for an object
1020with the type id <number>.
1021
1022=item I<slaying> <string>
1023
1024If this field is set the inventory checker will search for an object that
1025has the same string in the I<slaying> field (for example a key string of a key).
1026
1027=item I<race> <string>
1028
1029If this field is set the inventory checker will search for an object which
1030has the archetype name that matches <string>.
1031
1032=item I<connected> <connection id>
1033
1034This is the connection that will be activated. The connection is
1035'pushed' when someone enters the space with the inventory checker,
1036and it is 'released' when he leaves it.
1037
1038See also the description of the I<connected> field in the generic object field
1039section.
1040
1041=back
1042
1043=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1044
1045speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1046changes.
1047
1048 (based on value that last_sp takes):
1049 0: 'furious' Makes all monsters aggressive
1050 1: 'angry' As above but pets are unaffected
1051 2: 'calm' Makes all monsters unaggressive
1052 3: 'sleep' Puts all monsters to sleep
1053 4: 'charm' Makes monster into a pet of person
1054 who triggers the square. This setting
1055 is not enabled for continous operation
1056 5: 'destroy mons' destroy any monsters on this space
1057 6: 'destroy pets' destroy friendly monsters on this space
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<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1068
1069This type of objects multiplies objects that are above it when it is activated.
1070You can even multiply by 0, which will destroy the object.
1071
1072=over 4
1073
1074=item I<level> <number>
1075
1076The multiplicator, if set to 0 or lower it will destroy the objects above it.
1077
1078=item I<other_arch> <string>
1079
1080The archetype name of the objects that should be multiplied.
1081
1082=item I<connected> <number>
1083
1084See generic object field description.
1085
1086=back
1087
1088=head3 B<HOLE> - type 94 - Holes
1089
1090B<HOLE>s are holes in the ground where objects can fall through. When the hole
1091opens and/or is completly open all objects above it fall through (more
1092precisely: if their head is above the hole).
1093
1094When the B<HOLE> is activated it's speed is set to 0.5.
1095
1096These holes can only transfer the one who falls through to other coordinates
1097on the same map.
1098
1099=over 4
1100
1101=item I<maxsp> (0|1)
1102
1103This field negates the state of the connection: When maxsp is 1 the pit will
1104open/close when the connection is deactivated. Otherwise it will open/close
1105when the connection is activated. This field only has effect when the
1106connection is triggered. So if you put a closed hole on a map, and the
1107connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1108connection was triggered once.
1109
1110=item I<connected> <connection id>
1111
1112This is the connection id, which lets the hole opening or closing when
1113activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1114at which connection state the object is activated.
1115
1116For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1117the connection is released.
1118
1119=item I<wc> <number> (internal)
1120
1121This is an internal field. If it is greater than 0 it means that the hole is not
1122yet fully open. More preciesly: this field is the animation-step and if it is
1123set to the 'closed' step of the animation the hole is closed and if it is on
1124the 'open' animation step (I<wc> = 0), the hole is open.
1125
1126=item I<sp> <number>
1127
1128The destination y coordinates on the same map.
1129
1130=item I<hp> <number>
1131
1132The destination x coordinates on the same map.
1133
1134=back
1135
1136=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1137
1138This type is doing the actual damage to the ones who were attacked
1139via AT_POISON (or drank B<POISON>).
1140
1141The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1142there for details).
1143
1144=over 4
1145
1146=item I<dam> <number>
1147
1148Each time the poisoning is proccessed (which is determined by the I<speed> and
1149I<speed_left> fields, see the general object fields description above) it hits
1150the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1151simply hit the player with no strings attached).
1152
1153=item I<food> <number>
1154
1155Just a note: The posioning is removed if I<food> == 1 and not if
1156the whole I<duration> is up, because the B<POISONING> code has to remove
1157the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1158deletes the B<POISONING> object.
1159
1160=back
1161
298=head3 FORCE - type 114 - Forces 1162=head3 B<FORCE> - type 114 - Forces
299 1163
1164Forces are a very 'thin' type. They don't have much behaviour other than
1165disappearing after a time and/or affecting the player if they are in his
1166inventory.
1167
300Note: Forces only take effect on the player if they have set FLAG_APPLIED. 1168Forces only take effect on the player if they have FLAG_APPLIED set.
301 1169
302Whether the duration field is processed or not a tick is controlled via the 1170Whether the I<duration> field is processed or not per tick is controlled by the
303speed and speed_left field. Look above at the generic description of these 1171I<speed> and I<speed_left> fields. Look above in the generic object field description.
304fields.
305 1172
306=over 4 1173NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1174interpreter like described in the description of the FLAG_IS_USED_UP flag.
1175BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1176will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1177removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1178have good semantics on forces, try to avoid it.
307 1179
1180=over 4
1181
308=item duration 1182=item I<duration>
309 1183
310While this field is greater than 0 the force is not removed. 1184While this field is greater than 0 the force/object is not destroyed. It is
311It is decreased each tick by 1. 1185decreased each tick by 1.
312 1186
1187If it reaches 0 the force/object is destroyed.
1188
1189This field can have this meaning for B<any> object if that object has
1190FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1191what happens then.
1192
313=back 1193=back
1194
1195=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1196
1197This object is generated by the B<POTION> code when the potion is a resistance
1198giving potion. It has mainly the same behaviour as a B<FORCE>.
1199
1200The specialty of the potion effect is that the resistancy it gives is absolute,
1201so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1202fire.
1203
1204Multiple potion effects only give you the maximum of their resistancy.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines