--- deliantra/server/pod/objects.pod 2006/12/18 12:01:20 1.2 +++ deliantra/server/pod/objects.pod 2009/01/12 00:17:23 1.30 @@ -1,6 +1,6 @@ -=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION +=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION -Here is all information about the object types Crossfire+ +Here is all information about the object types Deliantra supports at the moment. This is not a complete documentation (yet) and browsing the source is still recommended to learn about the objects that aren't documented here. @@ -9,9 +9,30 @@ used to collect notes about the internal behaviour of the objects. +=head2 About the notation and terms + +The term 'archetype' stands for a collection of fields. +The term 'object' stands for an archetype instance. +The term 'field' is used for an object fields and archetype fields. + +Field names will be displayed like this: I + +Type names will be displayed like this: B + +Flag names will be displayer like this: FLAG_NAME + =head2 About archetypes and objects -Field denotes an attribute of an archetype. +Archetypes are 'templates' of objects. If an object is derived +from an archetype the object fields will be set to the corresponding +fields in the archetype. + +When a map is instanciated (loaded), the 'object' description on the +map are considered patches of the archetype. + +This document does explain the behaviour of the objects and the meaning of +their fields in the server engine, which are derived from archetypes. + This is an example of an archetype: Object button_trigger @@ -32,43 +53,56 @@ weight 1 end -This archetype has the name 'button_trigger' and the objects that -inherit from this archetype have the name 'button'. +The first B is I: 'button_trigger', which basically means that +instances (objects) that are created/derived from this archetype have the +name 'button' (which means that the field I of the object will be set +to the same value as the archetypes field I). -The next field 'type' decides the main behaviour of this archetype. +The next field I decides the behaviour of objects derived from this archetype. For a comprehensive list of types see include/define.h. For this case you might find a line like: #define TRIGGER_BUTTON        30 -The server internally works with objects that 'inherit' attributes from -an archetype. They have a similar set of attributes. +The behaviour of objects is further determined by B, like FLAG_APPLIED. +For more information on this look in the Flags subsection in the next section -The following documentation will also document the meaning of code internal -attributes of objects. These attributes are marked as '(internal)' and can't -or shouldn't be set by an archetype. If the internal names differs the -external name (for the archetypes) for the attribute is written behind it. +The following documentation will also document the meaning of internal used +fields of objects. These fields are marked as (internal) and can't +or shouldn't be set by an archetype. -=head2 Description of generic archetype and object attributes +=head2 Description of (mostly) generic object fields These are the fields that most of the objects have and/or their default behaviour. =over 4 -=item name +=item I The name of the object. -=item name_pl +=item I The name of a collection of these objects (the plural of the name). -=item face +=item I The graphical appearance of this object. -=item invisible +=item I + +The x position of the object when it is on a map. + +=item I + +The y position of the object when it is on a map. + +=item I (internal) + +The map the object is on. + +=item I If the is greater than 0 the object is invisible. For players this field reflects the duration of the invisibility @@ -76,15 +110,21 @@ For non-player objects this field is not changed by server ticks. -=item speed +=item I + +This field indicates how far an object glows. Default is a radius of 0 (no +glowing at all). Negative glow radii darken areas - currently, negative +glow radii are stronger than positive ones. + +=item I If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed on the active object list and will be processed each tick (see also speed_left!). -If the speed field drops below the MIN_ACTIVE_SPEED the object is removed +If I drops below the MIN_ACTIVE_SPEED the object is removed from the active object list and it won't experience any processing per tick. -=item speed_left +=item I If this field is greater than 0 and the object is on the active list (mostly means it's speed is also greater than 0): @@ -92,26 +132,87 @@ - speed_left is decreased by 1 - and this object is processed and experiences a server tick. -If the object is on the active list and speed_left is lower or -equal to 0 the absolute value of the speed field is added to speed_left +If the object is on the active list and I is lower or +equal to 0 the absolute value of the I is added to I on the end of the tick. -=item no_drop (0|1) +This means: the lower I is (but still above MIN_ACTIVE_SPEED) +the more seldom the object is processed. And the higher I is +the more often the object is processed. + +=item I + +When this field is set the object will be linked to a connection with the +id . What happens when the connection is 'activated' depends on the +type of the object. + +FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control +when to activate the object, see description of these below for further details. + +=item I (0|1) + +Sets the flag FLAG_NO_DROP. +See Flags section below. + +=item I (0|1) + +Sets the flag FLAG_APPLIED. +See Flags section below. -Sets the flag FLAG_NO_DROP. See the Flags section below. +=item I (0|1) -=item applied (0|1) +Sets the flag FLAG_IS_USED_UP. +See Flags section below. -Sets the flag FLAG_APPLIED. See the Flags section below. +=item I (0|1) -=item is_used_up (0|1) +Sets the flag FLAG_CHANGING. +See Flags section below. -Sets the flag FLAG_IS_USED_UP. See Flags section below. +=item I (0|1) -=item editable (more than deprecated) +Sets the flag FLAG_AUTO_APPLY. +See Flags section below. + +=item I (0|1) + +Sets the flag FLAG_NO_STEAL. +See Flags section below. + +=item I (0|1) + +Sets the flag FLAG_REFLECTING. +See Flags section below. + +=item I (0|1) + +Sets the flag FLAG_REFL_SPELL. +See Flags section below. + +=item I (0|1) + +Sets the flag FLAG_NO_SKILL_IDENT. +See Flags section below. + +=item I (0|1) (default: 1) + +Sets the flag FLAG_ACTIVATE_ON_PUSH. +See Flags section below. + +=item I (0|1) (default: 1) + +Sets the flag FLAG_ACTIVATE_ON_RELEASE. +See Flags section below. + +=item I (0|1) + +Sets the flag FLAG_IS_LIGHTABLE. +See Flags section below. + +=item I (more than deprecated) This field had a special meaning for crossedit, which used parts -of the server code for editing. Wherever you see this attribute being +of the server code for editing. Wherever you see this field being set in an archetype ignore it and/or remove it. No code interprets this field anymore. @@ -133,143 +234,668 @@ For objects that are applied by the code or have this flag set in the archetype it mostly means 'this object is active'. -For example the player adjustments of the hp/sp/grace fields and inheritance +For example the player adjustments of the I/I/I fields and inheritance of flags from objects in his inventory is toggled by this flag. =item FLAG_IS_USED_UP -This flag controls whether an object is 'used up'. If it is set the 'food' field -of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha -it is removed. +This flag controls whether an object is 'used up'. If it is set I +is decreased by 1 each tick, and will be removed when I is lower or equal 0. -If also the flag FLAG_APPLIED is set, the 'duration' field controls whether -this object is removed or not, see the Force type below for the meaning +If also the flag FLAG_APPLIED is set, the I field controls whether +this object is removed or not, see the B type below for the meaning of the duration field in this context. +If FLAG_APPLIED is not set the object is destroyed. + +=item FLAG_CHANGING + +If the I field of the object is 0 the object will be processed periodically +(if I is set). If the I field is 1 it won't be processed. + +This flag indicates that the object is changing into a different object. +The object has to have the I field set. The object the changing object +changes into is derived from the archetype in I. + +When the object does not have FLAG_ALIVE set the I field will be decremented +each time the object is processed, and if I reaches 0 one new object will be generated. + +When the object has FLAG_ALIVE set the I field is the number of objects that +will be generated. + +After the new object is created the I field from the old object is copied into +the new one. + +=item FLAG_IS_A_TEMPLATE (internal use) + +This flag is set on the inventory of generators like Bs and Bs, +or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. + +=item FLAG_AUTO_APPLY + +This flag has currently only meaning for the B type, see below. + +=item FLAG_ACTIVATE_ON_PUSH + +This flag has only meaning for objects that can be linked together +by the I field and controls wether the object should +be activated when the connection is 'pushed' or it is 'released'. + +What 'pushed' and 'released' means depends on the object that +activates the connection. + +This flag is by default on. + +=item FLAG_ACTIVATE_ON_RELEASE + +This flag has only meaning for objects that can be linked together +by the I field and controls wether the object should +be activated when the connection is 'pushed' or it is 'released'. + +What 'pushed' and 'released' means depends on the object that +activates the connection. + +This flag is by default on. + +=item FLAG_NO_STEAL + +When this flag is set this object can't be stolen. The flag will be +reset once the object is placed on a map. + +When this flag is set on a monster it can defend attempts at stealing +(but in this context the flag is only used internally). + +=item FLAG_NO_SKILL_IDENT + +This flag is mostly used internal and prevents unidentified objects +(objects which don't have FLAG_IDENTIFIED set) being identified +multiple times by skills. + +This flag is used to mark objects which were unsuccessfully identified by a +players skill. So that multiple tries of identifying aren't more effective than +one. + +=item FLAG_REFLECTING + +This flag is used by spell effects (eg. SP_BOLT), B and B +to indicate whether this object reflects off walls. + +=item FLAG_REFL_SPELL + +This flag indicates whether something reflects spells, like spell reflecting +amuletts. + +=item FLAG_IS_LIGHTABLE + +This flag indicates whether a B can light this object. See also the +description of the B type. How easy you can light an item depends +partially on the material of the object. + =back -=head2 Description of type specific attributes +=head2 Description of type specific fields and behaviour The beginning of the headers of the following subsection are the server internal names for the objects types, see include/define.h. -The numeric values are maybe not 100% accurate, as the code is a changing -target, please consult include/define.h in doubt :-) -=head3 WEAPON - type 15 - Weapons +=head3 B - type 2 - Player transports + +This type is implemented by the transport extension and has currently no special +fields that affect it. + +=head3 B, B - type 3, 35 - Rods that fire spells + +Rods contain spells and can be fired by a player. + +=over 4 + +=item I + +This field is used for calculating the spell level that can be fired +with this rod, it's also the maximum level of the spell that can be fired. +The level of the spell that is being fired depends mostly on +the 'use magic item' skill level of the player and 1/10 of the level of the +rod is added as bonus. + +=item I + +The amount of spellpoints this rod has left. Recharges at a rate of C<1 + +maxhp/10> per tick. + +=item I + +The maximum amount of spellpoints this rod has. + +=item I + +This field determines which skill you need to apply this object. + +=back + +=head3 B - type 4 - Treasures + +This type of objects are for random treasure generation in maps. +If this object is applied by a player it will replace itself with it's +inventory. If it is automatically applied +generate a treasure and replace itself with the generated treasure. + +Chests are also of this type, their treasures are generated by +the auto apply code on map instantiation. + +=over 4 + +=item I + +The number of treasures to generate. + +=item I + +If FLAG_AUTO_APPLY is not set the exp field has no further meaning +and the difficulty for the treasurecode only depends on the maps difficulty, +otherwise the exp field has the following meaning: + +If this field is not 0 it is passed as the difficulty +to the treasure generation code to determine how good, how much +worth a treasure is or what bonuses it is given by the treasure code. + +If this field is not set or 0 the difficulty of the map is passed to the treasure +generation code. + +=item I + +The treasurelist to use to generate the treasure which is put in the +treasure objects inventory. + +=back + +=head3 B - type 5 - Potions for drinking and other nastynesses + +These objects contain a spell and will emit it on apply, which most +of the time has the meaning of 'drinking'. + +If no resistancy field, stat field or attacktype is set and no spell +is put in the potion by the sp field or the randomitems the +potion will become an artifact and the artifact code decides which kind +of potion will be generated. + +If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion +will yield an explosion and hurt the player. + +=over 4 + +=item I, I, I, I, I, I, I + +These stat fields determine how many stat points the player gets +when he applies this potion. + +If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. + +=item I + +If this field is set and the randomitems field is not set +the field is interpreted as spell number, please look the right +number up in common/loader.C. + +If this field is set the randomitems field will be unset by the +map loading code. + +=item I + +This field has some special meaning in potions, currently the +bits for AT_DEPLETE and AT_GODPOWER control whethere this is a +restoration potion or improvement potion. +See include/attackinc.h for the bits of these types. + +If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION +will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED +set the player will be drained a random stat by inserting an ARCH_DEPLETION +into him. + +If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. +When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. + +=item I + +If this stat is set and no spell is in the potion the potion +will create a force that give the player this specific resistancy. +The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) +and the potion will last 10 times longer than the default force archetype +FORCE_NAME (at the moment of this writing spell/force.arc). + +=item I + +The inventory/spell of the potion will be created by calling the treasure code +with the treasurelist specified here. (I guess it's highly undefined what +happens if there is not a spell in the potions inventory). + +=item I + +When this object is applied an instance of will be created. + +=item I + +see include/spells.h for possible potion subtypes, there are currently 4: + +=over 4 + +=item POT_SPELL + +Unused, default behaiour of a potion. + +=item POT_DUST + +This potion can be thrown to cast the spell that it has in it's inventory, +the behaviour is not defined if there is not a B in the inventory and the +server will log an error. + +=item POT_FIGURINE + +Unused, default behaiour of a potion. + +=item POT_BALM + +Unused, default behaiour of a potion. + +=back + +=back + +=head3 B - type 6 - Eatable stuff + +This is for objects that are representing general eatables like +beef or bread. + +The main difference between B, B and B is that they +give different messages. + +The specialty of B is that it inherits the resistancies of the +monsters it was generated in and will let dragons raise their resistancies +with that. If the monster has the B attacktype the B +will change into B. + +If a player runs low on food he will grab for B, B and B +and if he doesn't find any of that he will start eating B. + +=over 4 + +=item I <string> + +If the food has B<title> set or is cursed it is considered 'special', which +means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>, +I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects +on the player. + +The higher the I<food> field is the longer the improvement of the player lasts +(except for I<hp> and I<sp>). + +=item I<food> <number> + +This is the amount of food points the player gets when he eats this. + +=item I<on_use_yield> <archetype> + +When this object is applied an instance of <archetype> will be created. + +=back + +=head3 B<POISON> - type 7 - Poisonous stuff + +This type is for objects that can poison the player when he drinks/applies it. +When applied it will hit the attacked with AT_POISON and will create +a B<POISONING> object in the one who was hit. + +=over 4 + +=item I<level> <number> + +This field affects the probability of poisoning. The higher the level difference +between the one who is hit and the poision the more probable it is the attacked +one will be poisoned. + +=item I<slaying> <race> + +This field has the usual meaning of 'slaying', when the +poisoned's race matches the I<slaying> field the damage done by the poison +is multiplied by 3. + +=item I<hp> <number> + +This is the amount of damage the player will receive from applying this. The +attacktype AT_POISON will be used to hit the player and the damage will +determine the strenght, duration and depletion of stats of the poisoning. The +created B<POISONING> object which is being placed in the one who was attacked will +get the damage from this field (which is maybe adjusted by slaying or the +resistancies). + +=item I<food> <number> + +1/4 of <number> will be drained from the players I<food>. + +=item I<on_use_yield> <archetype> + +When this object is applied an instance of <archetype> will be created. + +=back + +=head3 B<BOOK> - type 8 - Readable books + +This type is basically for representing text books in the game. + +Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set). + +=over 4 + +=item I<msg> <text> + +This is the contents of the book. When this field is unset +at treasure generation a random text will be inserted. + +=item I<skill> <skill name> + +The skill required to read this book. (The most resonable +skill would be literacy). + +=item I<exp> <number> + +The experience points the player get for reading this book. + +=item I<subtype> <readable subtype> + +This field determines the type of the readable. +Please see common/readable.C in the readable_message_types table. + +=back + +=head3 B<CLOCK> - type 9 - Clocks + +This type of objects just display the time when being applied. + +=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT) + +This is a spell effect of a moving bolt. It moves straigt forward +through the map until something blocks it. +If FLAG_REFLECTING is set it even reflects on walls. + +FLAG_IS_TURNABLE should be set on these objects. + +=over 4 + +=item I<move_type> <movetype> + +This field affects the move type with which the lightning moves through +the map and which map cells will reflect or block it. + +=item I<attacktype> <attacktype> + +The attacktype with which it hits the objects on the map. + +=item I<dam> <number> + +The damage this bolt inflicts when it hits objects on the map. + +=item I<Dex> <number> + +This is the fork percentage, it is reduced by 10 per fork. +And the I<dam> field is halved on each fork. + +=item I<Con> (internal) + +This value is a percentage of which the forking lightning +is deflected to the left. This value should be mostly used internally. + +=item I<duration> <number> + +The duration the bolt stays on a map cell. This field is decreased each time +the object is processed (see the meaning of I<speed> and I<speed_left> fields in +the generic object field description). + +=item I<range> <number> + +This is the range of the bolt, each space it advances this field is decreased. + +=back + +=head3 B<ARROW> - type 13 - Arrows + +This is the type for objects that represent projectiles like arrows. +The movement of B<THROWN_OBJ>s behave similar to this type. + +Flying arrows are stopped either when they hit something blocking +(I<move_block>) or something which is alive. +If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE +set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict +damage with a small chance which is affected by the I<level> field of the arrow. + +If FLAG_REFLECTING is set on the arrow it will bounce off everything +that is not alive and blocks it's movement. + +When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying> +fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of +the object, to restore them once the arrow has been stopped. + +=over 4 + +=item I<dam> <number> + +The amount of damage that is being done to the victim that gets hit. +This field is recomputed when the arrow is fired and will consist +of the sum of a damage bonus (see description of the B<BOW> type), +the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field +and the arrows I<magic> field. + +=item I<wc> <number> + +The weapon class of the arrow, which has effect on the probability of hitting. + +It is recomputed when the arrow is being fired by this formula: + + wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level) + - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod + +When the arrow is not being shot by an player dex_bonus and thaco_bonus and the +level is not added. + +wc_mod is dependend on the fire mode of the bow. For a more detailed +explanation of dex_bonus, thaco_bonus and wc_mod please consult the code. + +=item I<magic> <number> + +This field is added to the damage of the arrow when it is shot and +will also improve it's I<speed> by 1/5 of it's value. + +=item I<attacktype> <attacktype> + +Bitfield which decides the attacktype of the damage, see include/attackinc.h +On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>. + +=item I<level> <number> (interally used) + +The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE, +see above in the B<ARROW> description. + +The I<level> is set when the arrow is fired to either the skill level or the +shooters level. + +=item I<speed> <number> (internal) + +This field shouldn't be set directly in the archetype, the arrow will get it's +I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the +arrow will be stopped immediatly. + +On fireing the I<speed> of the arrow is computed of 1/5 of the +sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7 +of the bows I<dam> field is added to the I<speed> of the arrow. + +The minimum I<speed> of an arrow is 1.0. + +While flying the arrows I<speed> is decreased by 0.05 each time it's moved. + +If the I<speed> is above 10.0 it goes straight through the creature it hits and +it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is +stopped and either sticked into the victim (see I<weight> field description) or +put on it's map square (if it didn't break, see description of the I<food> field). + +=item I<weight> <number> + +This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg) +the arrow will stick in the victim it hits. Otherwise it will fall to the ground. + +=item I<food> <number> + +The breaking percentage. 100 (%) means: breaks on usage for sure. + +=item I<inventory> (internal) + +If the flying/moving object has something in it's inventory and it stops, it +will be replaced with it's inventory. Otherwise it will be handled as usual, +which means: it will be calculated whether the arrow breaks and it will be +reset for reuse. + +=item I<slaying> <string> + +When the bow that fires this arrow has it's I<slaying> field set it is copied +to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains. + +=item I<move_type> <movetype> (internally used) + +This field is set when the arrow is shot to MOVE_FLY_LOW. + +=item I<move_on> <movetype> (internally used) + +This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK. + +=item I<race> <string> + +The I<race> field is a unique key that assigns arrows, bows and quivers. When +shooting an arrow the bows I<race> is used to search for arrows (which have the +same I<race> as the bow) in the players inventory and will recursively search in +the containers (which are applied and have the same I<race> as the bow and the arrow). + +=back + +=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s + +TODO, but take into account B<ARROW> description above! + +=head3 B<WEAPON> - type 15 - Weapons This type is for general hack and slash weapons like swords, maces and daggers and and .... =over 4 -=item weapontype <type id> +=item I<weapontype> <type id> decides what attackmessages are generated, see include/define.h -=item attacktype <bitmask> +=item I<attacktype> <bitmask> bitfield which decides the attacktype of the damage, see include/attackinc.h -=item dam <number> +=item I<dam> <number> amount of damage being done with the attacktype -=item item_power <level> +=item I<item_power> <level> the itempower of this weapon. -=item name +=item I<name> the name of the weapon. -=item level (internal) +=item I<level> (internal) The improvement state of the weapon. -If this field is greater than 0 the 'name' field starts with the +If this field is greater than 0 the I<name> field starts with the characters name who improved this weapon. -=item last_eat (internal) +=item I<last_eat> (internal) -seems to be the amount of improvements of a weapon, +This seems to be the amount of improvements of a weapon, the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): ((who->level / 5) + 5) >= op->last_eat -=item last_sp +=item I<last_sp> the weapon speed (see magic description) -=item food <number> +=item I<food> <number> addition to food regeneration of the player -=item hp <number> +=item I<hp> <number> addition to health regeneration -=item sp <number> +=item I<sp> <number> addition to mana regeneration -=item grace <number> +=item I<grace> <number> addititon to grace regeneration -=item gen_sp_armour <number> +=item I<gen_sp_armour> <number> + +the players I<gen_sp_armour> field (which is per default 10) is being added the +<number> amount. gen_sp_armour seems to be a factor with which gen_sp in +do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of +I<gen_sp_armour> limits the amout of regenerated spellpoints. -the players gen_sp_armour field (which is per default 10) is added the <number> amount. -gen_sp_armour seems to be a factor with which gen_sp in do_some_living() -is multiplied: gen_sp *= 10/<number> -meaning: values > 10 of gen_sp_armour limits the amout of regenerated -spellpoints. +Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the +I<sp> regeneration. -generally this field on weapons is in ranges of 1-30 and decides the slowdown of the -sp regeneration. +=item I<body_BODYSLOT> -=item body_<body slot/part> +The part/slot of the body you need to use this weapon, possible values for +C<BODYSLOT> should be looked up in common/item.C at body_locations. -the part of the body you need to use this weapon, possible values should be -looked up in common/item.C at body_locations. +The value (in the range C<-7..7>) gives the number of those body slots +used up by the item (if negative) or the number of body slots this object +has (if positive, e.g. for monsters or players). The special value C<0> +indicates that this object cannot equip items requiring these body slots. -=item resist_<resistnacy> <number> +=item I<resist_RESISTANCY> <number> this is the factor with which the difference of the players resistancy and 100% is multiplied, something like this: - additional_resistancy = (100 - current_resistanct) * (<number>/100) + additional_resistancy = (100 - current_resistancy) * (<number>/100) if <number> is negative it is added to the total vulnerabilities, and later the total resistance is decided by: 'total resistance = total protections - total vulnerabilities' -see also common/living.C:fix_player +see also common/living.C:fix_player. -=item patch_(attuned|repelled|denied) +=item I<path_(attuned|repelled|denied)> this field modifies the pathes the player is attuned to, see include/spells.h PATH_* for the pathes. -=item luck <number> +=item I<luck> <number> -this luck is added to the players luck +this luck is added to the players I<luck> -=item move_type +=item I<move_type> -if the weapon has a move_type set the player inherits it's move_type +if the weapon has a I<move_type> set the player inherits it's I<move_type> -=item exp <number> +=item I<exp> <number> the added_speed and bonus_speed of the player is raised by <number>/3. if <number> < 0 then the added_speed is decreased by <number> -=item weight +=item I<weight> the weight of the weapon -=item magic +=item I<magic> -the magic field affects the amounts of the following fields: +the I<magic> field affects the amounts of the following fields: - wc : the players wc is adjusted by: player->wc -= (wc + magic) @@ -280,34 +906,299 @@ - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 (minium is 0) -=item ac <number> +=item I<ac> <number> -the amount of ac points the player's ac is decreased +the amount of ac points the player's I<ac> is decreased when applying this object. -=item wc <number> +=item I<wc> <number> -the amount of wc points the player's ac is decreased +the amount of wc points the player's I<wc> is decreased when applying this object. =back =head4 Player inherits following flags from weapons: - FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, - FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD + FLAG_LIFESAVE + FLAG_REFL_SPELL + FLAG_REFL_MISSILE + FLAG_STEALTH + FLAG_XRAYS + FLAG_BLIND + FLAG_SEE_IN_DARK + FLAG_UNDEAD + +=head3 B<GRIMREAPER> - type 28 - Grimreapers + +These type are mostly used for monsters, they give the +monster the ability to dissapear after 10 hits with AT_DRAIN. + +=over 4 + +=item I<value> <number> + +This field stores the hits the monster did yet. + +=back + +=head3 B<CREATOR> - type 42 - Object creators + +Once a creator is activated by a connection it creates a number of objects +(cloned from it's inventory or a new object derived from the archetype +named in the other_arch slot). + +If FLAG_LIVESAFE is set the number of uses is unlimited. + +=over 4 + +=item I<hp> <number> -=head3 FORCE - type 114 - Forces +If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can +be used. -Note: Forces only take effect on the player if they have set FLAG_APPLIED. +=item I<speed> <number> -Whether the duration field is processed or not a tick is controlled via the -speed and speed_left field. Look above at the generic description of these -fields. +If I<speed> is set the creator will create an object periodically, +see I<speed> and I<speed_left> fields in the general object field description +for more details. + +=item I<slaying> <string> + +If set the generated object's name and title will be set to this. + +=item I<other_arch> <string> + +If the inventory of the creator is empty new objects will be derived from the +archetype named by <string>. + +=item I<connected> <number> + +See generic object field description. + +=back + +=head3 B<DRINK> - type 54 - Drinkable stuff + +See B<FOOD> description. + +=head3 B<CHECK_INV> - type 64 - Inventory checkers + +This object checks whether the player has a specific item in his +inventory when he moves above the inventory checker. If the player has +the item (or not, which can be controlled with a flag) a connection will be triggered. + +If you set I<move_block> you can deny players and monsters to reach the space where +the inventory checker is on, see I<move_block> description below. + +The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated. +So matching one of those conditions is enough. =over 4 -=item duration +=item I<move_block> <move type bitmask> + +If you set this field to block a movetype the move code will block any moves +onto the space with the inventory checker, IF the moving object doesn't have +(or has - if I<last_sp> = 0) the item that the checker is searching for. + +=item I<last_sp> (0|1) + +If I<last_sp> is 1 'having' the item that is being checked for will +activate the connection or make the space with the checker non-blocking. +If I<last_sp> is 0 'not having' the item will activate the connection +or make the space with the checker non-blocking. + +=item I<last_heal> (0|1) + +If I<last_heal> is 1 the matching item will be removed if the inventory checker +activates a connection and finds the item in the inventory. + +(A inventory checker that blocks a space won't remove anything from inventories) + +=item I<hp> <number> + +If this field is not 0 the inventory checker will search for an object +with the type id <number>. + +=item I<slaying> <string> -While this field is greater than 0 the force is not removed. -It is decreased each tick by 1. +If this field is set the inventory checker will search for an object that +has the same string in the I<slaying> field (for example a key string of a key). + +=item I<race> <string> + +If this field is set the inventory checker will search for an object which +has the archetype name that matches <string>. + +=item I<connected> <connection id> + +This is the connection that will be activated. The connection is +'pushed' when someone enters the space with the inventory checker, +and it is 'released' when he leaves it. + +See also the description of the I<connected> field in the generic object field +section. =back + +=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters + +speed == 0 for triggered mood changes, speed != 0 for non-triggered mood +changes. + + (based on value that last_sp takes): + 0: 'furious' Makes all monsters aggressive + 1: 'angry' As above but pets are unaffected + 2: 'calm' Makes all monsters unaggressive + 3: 'sleep' Puts all monsters to sleep + 4: 'charm' Makes monster into a pet of person + who triggers the square. This setting + is not enabled for continous operation + 5: 'destroy mons' destroy any monsters on this space + 6: 'destroy pets' destroy friendly monsters on this space + +=head3 B<FLESH> - type 72 - Organs and body parts + +See B<FOOD> description. + +=head3 B<MISC_OBJECT> - type 79 - Misc. objects + +A type for any object that has no special behaviour. + +=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators + +This type of objects multiplies objects that are above it when it is activated. +You can even multiply by 0, which will destroy the object. + +=over 4 + +=item I<level> <number> + +The multiplicator, if set to 0 or lower it will destroy the objects above it. + +=item I<other_arch> <string> + +The archetype name of the objects that should be multiplied. + +=item I<connected> <number> + +See generic object field description. + +=back + +=head3 B<HOLE> - type 94 - Holes + +B<HOLE>s are holes in the ground where objects can fall through. When the hole +opens and/or is completly open all objects above it fall through (more +precisely: if their head is above the hole). + +When the B<HOLE> is activated it's speed is set to 0.5. + +These holes can only transfer the one who falls through to other coordinates +on the same map. + +=over 4 + +=item I<maxsp> (0|1) + +This field negates the state of the connection: When maxsp is 1 the pit will +open/close when the connection is deactivated. Otherwise it will open/close +when the connection is activated. This field only has effect when the +connection is triggered. So if you put a closed hole on a map, and the +connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the +connection was triggered once. + +=item I<connected> <connection id> + +This is the connection id, which lets the hole opening or closing when +activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control +at which connection state the object is activated. + +For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when +the connection is released. + +=item I<wc> <number> (internal) + +This is an internal field. If it is greater than 0 it means that the hole is not +yet fully open. More preciesly: this field is the animation-step and if it is +set to the 'closed' step of the animation the hole is closed and if it is on +the 'open' animation step (I<wc> = 0), the hole is open. + +=item I<sp> <number> + +The destination y coordinates on the same map. + +=item I<hp> <number> + +The destination x coordinates on the same map. + +=back + +=head3 B<POISONING> - type 105 - The poisoning of players and monsters + +This type is doing the actual damage to the ones who were attacked +via AT_POISON (or drank B<POISON>). + +The duration is handled via the FLAG_IS_USED_UP mechanism (please look +there for details). + +=over 4 + +=item I<dam> <number> + +Each time the poisoning is proccessed (which is determined by the I<speed> and +I<speed_left> fields, see the general object fields description above) it hits +the player with <number> damage and the AT_INTERNAL attacktype (means: it will +simply hit the player with no strings attached). + +=item I<food> <number> + +Just a note: The posioning is removed if I<food> == 1 and not if +the whole I<duration> is up, because the B<POISONING> code has to remove +the poison-effects from the player before the FLAG_IS_USED_UP mechanism +deletes the B<POISONING> object. + +=back + +=head3 B<FORCE> - type 114 - Forces + +Forces are a very 'thin' type. They don't have much behaviour other than +disappearing after a time and/or affecting the player if they are in his +inventory. + +Forces only take effect on the player if they have FLAG_APPLIED set. + +Whether the I<duration> field is processed or not per tick is controlled by the +I<speed> and I<speed_left> fields. Look above in the generic object field description. + +NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also +interpreter like described in the description of the FLAG_IS_USED_UP flag. +BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force +will still last for I<duration>. If the FLAG_APPLIED is not set the force is +removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't +have good semantics on forces, try to avoid it. + +=over 4 + +=item I<duration> + +While this field is greater than 0 the force/object is not destroyed. It is +decreased each tick by 1. + +If it reaches 0 the force/object is destroyed. + +This field can have this meaning for B<any> object if that object has +FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP +what happens then. + +=back + +=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies) + +This object is generated by the B<POTION> code when the potion is a resistance +giving potion. It has mainly the same behaviour as a B<FORCE>. + +The specialty of the potion effect is that the resistancy it gives is absolute, +so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to +fire. + +Multiple potion effects only give you the maximum of their resistancy.