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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
20 face button_sma.111 41 face button_sma.x11
21 anim 42 anim
22 button_sma.111 43 button_sma.x11
23 button_sma.112 44 button_sma.x12
24 mina 45 mina
25 is_animated 0 46 is_animated 0
26 exp 30 47 exp 30
27 no_pick 1 48 no_pick 1
28 walk_on 1 49 walk_on 1
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
79=item speed <numeric> 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
119=item I<speed> <float>
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> 127Negative speed settings in archetypes and files cause a speed_left
128randomisation on load or instantiatian, but for calculations, the absolute
129value is used always.
130
131=item I<speed_left> <float>
88 132
89If this field is greater than 0 and the object is on the 133If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 134active list (mostly means it's speed is also greater than 0):
91 135
92 - speed_left is decreased by 1 136 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 137 - and this object is processed and experiences a server tick.
94 138
95If the object is on the active list and speed_left is lower or 139If 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 140equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 141on the end of the tick.
98 142
143This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
144the more seldom the object is processed. And the higher I<speed> is
145the more often the object is processed.
146
147=item I<connected> <identifier>
148
149When this field is set the object will be linked to a connection with the
150same <identifier>. What happens when the connection is 'activated' depends on the
151type of the object.
152
153FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
154when to activate the object, see description of these below for further details.
155
99=item no_drop (0|1) 156=item I<no_drop> (0|1)
100 157
101Sets the flag FLAG_NO_DROP. See the Flags section below. 158Sets the flag FLAG_NO_DROP.
159See Flags section below.
102 160
103=item applied (0|1) 161=item I<applied> (0|1)
104 162
105Sets the flag FLAG_APPLIED. See the Flags section below. 163Sets the flag FLAG_APPLIED.
164See Flags section below.
106 165
107=item is_used_up (0|1) 166=item I<is_used_up> (0|1)
108 167
109Sets the flag FLAG_IS_USED_UP. See Flags section below. 168Sets the flag FLAG_IS_USED_UP.
169See Flags section below.
110 170
171=item I<changing> (0|1)
172
173Sets the flag FLAG_CHANGING.
174See Flags section below.
175
176=item I<auto_apply> (0|1)
177
178Sets the flag FLAG_AUTO_APPLY.
179See Flags section below.
180
181=item I<no_steal> (0|1)
182
183Sets the flag FLAG_NO_STEAL.
184See Flags section below.
185
186=item I<reflecting> (0|1)
187
188Sets the flag FLAG_REFLECTING.
189See Flags section below.
190
191=item I<reflect_spell> (0|1)
192
193Sets the flag FLAG_REFL_SPELL.
194See Flags section below.
195
196=item I<no_skill_ident> (0|1)
197
198Sets the flag FLAG_NO_SKILL_IDENT.
199See Flags section below.
200
201=item I<activate_on_push> (0|1) (default: 1)
202
203Sets the flag FLAG_ACTIVATE_ON_PUSH.
204See Flags section below.
205
206=item I<activate_on_release> (0|1) (default: 1)
207
208Sets the flag FLAG_ACTIVATE_ON_RELEASE.
209See Flags section below.
210
211=item I<is_lightable> (0|1)
212
213Sets the flag FLAG_IS_LIGHTABLE.
214See Flags section below.
215
111=item editable (more than deprecated) 216=item I<editable> (more than deprecated)
112 217
113This field had a special meaning for crossedit, which used parts 218This field had a special meaning for crossedit, which used parts
114of the server code for editing. Wherever you see this attribute being 219of 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 220set in an archetype ignore it and/or remove it. No code interprets this
116field anymore. 221field anymore.
117 222
118=back 223=back
119 224
131 236
132This flag mostly states whether this object has been 'applied' by the player. 237This 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 238For objects that are applied by the code or have this flag set in the archetype
134it mostly means 'this object is active'. 239it mostly means 'this object is active'.
135 240
136For example the player adjustments of the hp/sp/grace fields and inheritance 241For 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. 242of flags from objects in his inventory is toggled by this flag.
138 243
139=item FLAG_IS_USED_UP 244=item FLAG_IS_USED_UP
140 245
141This flag controls whether an object is 'used up'. If it is set the 'food' field 246This 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 247is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
143it is removed.
144 248
145If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 249If 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 250this object is removed or not, see the B<FORCE> type below for the meaning
147of the duration field in this context. 251of the duration field in this context.
148 252
149If FLAG_APPLIED is not set the object is destroyed. 253If FLAG_APPLIED is not set the object is destroyed.
150 254
151=back 255=item FLAG_CHANGING
152 256
153=head2 Description of type specific attributes 257If the I<state> field of the object is 0 the object will be processed periodically
258(if I<speed> is set). If the I<state> field is 1 it won't be processed.
259
260This flag indicates that the object is changing into a different object.
261The object has to have the I<other_arch> field set. The object the changing object
262changes into is derived from the archetype in I<other_arch>.
263
264When the object does not have FLAG_ALIVE set the I<food> field will be decremented
265each time the object is processed, and if I<food> reaches 0 one new object will be generated.
266
267When the object has FLAG_ALIVE set the I<food> field is the number of objects that
268will be generated.
269
270After the new object is created the I<hp> field from the old object is copied into
271the new one.
272
273=item FLAG_IS_A_TEMPLATE (internal use)
274
275This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
276or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
277
278=item FLAG_AUTO_APPLY
279
280This flag has currently only meaning for the B<TREASURE> type, see below.
281
282=item FLAG_ACTIVATE_ON_PUSH
283
284This flag has only meaning for objects that can be linked together
285by the I<connected> field and controls wether the object should
286be activated when the connection is 'pushed' or it is 'released'.
287
288What 'pushed' and 'released' means depends on the object that
289activates the connection.
290
291This flag is by default on.
292
293=item FLAG_ACTIVATE_ON_RELEASE
294
295This flag has only meaning for objects that can be linked together
296by the I<connected> field and controls wether the object should
297be activated when the connection is 'pushed' or it is 'released'.
298
299What 'pushed' and 'released' means depends on the object that
300activates the connection.
301
302This flag is by default on.
303
304=item FLAG_NO_STEAL
305
306When this flag is set this object can't be stolen. The flag will be
307reset once the object is placed on a map.
308
309When this flag is set on a monster it can defend attempts at stealing
310(but in this context the flag is only used internally).
311
312=item FLAG_NO_SKILL_IDENT
313
314This flag is mostly used internal and prevents unidentified objects
315(objects which don't have FLAG_IDENTIFIED set) being identified
316multiple times by skills.
317
318This flag is used to mark objects which were unsuccessfully identified by a
319players skill. So that multiple tries of identifying aren't more effective than
320one.
321
322=item FLAG_REFLECTING
323
324This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
325to indicate whether this object reflects off walls.
326
327=item FLAG_REFL_SPELL
328
329This flag indicates whether something reflects spells, like spell reflecting
330amuletts.
331
332=item FLAG_IS_LIGHTABLE
333
334This flag indicates whether a B<LIGHTER> can light this object. See also the
335description of the B<LIGHTER> type. How easy you can light an item depends
336partially on the material of the object.
337
338=item FLAG_MONSTER
339
340Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
341change their meaning, including:
342
343=over 4
344
345=item I<wis>
346
347Governs the "wake-up radius" - the radius within a monster detects an enemy.
348
349Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
350will partake in basic smell finding. 10 and up additionally spreads smell
351knowledge, and 15 and up additionally will try to perturb the path as to
352find shortcuts.
353
354=back
355
356=back
357
358=head2 Description of type specific fields and behaviour
154 359
155The beginning of the headers of the following subsection 360The beginning of the headers of the following subsection
156are the server internal names for the objects types, see include/define.h. 361are the server internal names for the objects types, see include/define.h.
157The numeric values are maybe not 100% accurate, as the code is a changing
158target, please consult include/define.h in doubt :-)
159 362
363=head3 B<TRANSPORT> - type 2 - Player transports
364
365This type is implemented by the transport extension and has currently no special
366fields that affect it.
367
368=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
369
370Rods contain spells and can be fired by a player.
371
372=over 4
373
374=item I<level> <number>
375
376This field is used for calculating the spell level that can be fired
377with this rod, it's also the maximum level of the spell that can be fired.
378The level of the spell that is being fired depends mostly on
379the 'use magic item' skill level of the player and 1/10 of the level of the
380rod is added as bonus.
381
382=item I<hp> <number>
383
384The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
385maxhp/10> per tick.
386
387=item I<maxhp> <number>
388
389The maximum amount of spellpoints this rod has.
390
391=item I<skill> <skill name>
392
393This field determines which skill you need to apply this object.
394
395=back
396
397=head3 B<TREASURE> - type 4 - Treasures
398
399This type of objects are for random treasure generation in maps.
400If this object is applied by a player it will replace itself with it's
401inventory. If it is automatically applied
402generate a treasure and replace itself with the generated treasure.
403
404Chests are also of this type, their treasures are generated by
405the auto apply code on map instantiation.
406
407=over 4
408
409=item I<hp> <number>
410
411The number of treasures to generate.
412
413=item I<exp> <level>
414
415If FLAG_AUTO_APPLY is not set the exp field has no further meaning
416and the difficulty for the treasurecode only depends on the maps difficulty,
417otherwise the exp field has the following meaning:
418
419If this field is not 0 it is passed as the difficulty
420to the treasure generation code to determine how good, how much
421worth a treasure is or what bonuses it is given by the treasure code.
422
423If this field is not set or 0 the difficulty of the map is passed to the treasure
424generation code.
425
426=item I<randomitems> <treasurelist>
427
428The treasurelist to use to generate the treasure which is put in the
429treasure objects inventory.
430
431=back
432
433=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
434
435These objects contain a spell and will emit it on apply, which most
436of the time has the meaning of 'drinking'.
437
438If no resistancy field, stat field or attacktype is set and no spell
439is put in the potion by the sp field or the randomitems the
440potion will become an artifact and the artifact code decides which kind
441of potion will be generated.
442
443If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
444will yield an explosion and hurt the player.
445
446=over 4
447
448=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
449
450These stat fields determine how many stat points the player gets
451when he applies this potion.
452
453If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
454
455=item I<sp> <number>
456
457If this field is set and the randomitems field is not set
458the field is interpreted as spell number, please look the right
459number up in common/loader.C.
460
461If this field is set the randomitems field will be unset by the
462map loading code.
463
464=item I<attacktype> <attacktype>
465
466This field has some special meaning in potions, currently the
467bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
468restoration potion or improvement potion.
469See include/attackinc.h for the bits of these types.
470
471If AT_DEPLETE is set the player will be restored and the "depletion"
472will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
473set the player will be drained a random stat by inserting an "depletion"
474into him.
475
476If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
477When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
478
479=item I<resist_RESISTANCY> <number>
480
481If this stat is set and no spell is in the potion the potion
482will create a force that give the player this specific resistancy.
483The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
484and the potion will last 10 times longer than the default force archetype
485FORCE_NAME (at the moment of this writing spell/force.arc).
486
487=item I<randomitems> <treasurelist>
488
489The inventory/spell of the potion will be created by calling the treasure code
490with the treasurelist specified here. (I guess it's highly undefined what
491happens if there is not a spell in the potions inventory).
492
493=item I<on_use_yield> <archetype>
494
495When this object is applied an instance of <archetype> will be created.
496
497=item I<subtypes> <potion subtype>
498
499see include/spells.h for possible potion subtypes, there are currently 4:
500
501=over 4
502
503=item POT_SPELL
504
505Unused, default behaiour of a potion.
506
507=item POT_DUST
508
509This potion can be thrown to cast the spell that it has in it's inventory,
510the behaviour is not defined if there is not a B<SPELL> in the inventory and the
511server will log an error.
512
513=item POT_FIGURINE
514
515Unused, default behaiour of a potion.
516
517=item POT_BALM
518
519Unused, default behaiour of a potion.
520
521=back
522
523=back
524
525=head3 B<FOOD> - type 6 - Edible stuff
526
527This is for objects that are representing general eatables like
528beef or bread.
529
530The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
531give different messages.
532
533The specialty of B<FLESH> is that it inherits the resistancies of the
534monsters it was generated in and will let dragons raise their resistancies
535with that. If the monster has the B<POISON> attacktype the B<FLESH>
536will change into B<POISON>.
537
538If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
539and if he doesn't find any of that he will start eating B<FLESH>.
540
541=over 4
542
543=item I<title> <string>
544
545If the food has B<title> set or is cursed it is considered 'special', which
546means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
547I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
548on the player.
549
550The higher the I<food> field is the longer the improvement of the player lasts
551(except for I<hp> and I<sp>).
552
553=item I<food> <number>
554
555This is the amount of food points the player gets when he eats this.
556
557=item I<on_use_yield> <archetype>
558
559When this object is applied an instance of <archetype> will be created.
560
561=back
562
563=head3 B<POISON> - type 7 - Poisonous stuff
564
565This type is for objects that can poison the player when he drinks/applies it.
566When applied it will hit the attacked with AT_POISON and will create
567a B<POISONING> object in the one who was hit.
568
569=over 4
570
571=item I<level> <number>
572
573This field affects the probability of poisoning. The higher the level difference
574between the one who is hit and the poision the more probable it is the attacked
575one will be poisoned.
576
577=item I<slaying> <race>
578
579This field has the usual meaning of 'slaying', when the
580poisoned's race matches the I<slaying> field the damage done by the poison
581is multiplied by 3.
582
583=item I<hp> <number>
584
585This is the amount of damage the player will receive from applying this. The
586attacktype AT_POISON will be used to hit the player and the damage will
587determine the strenght, duration and depletion of stats of the poisoning. The
588created B<POISONING> object which is being placed in the one who was attacked will
589get the damage from this field (which is maybe adjusted by slaying or the
590resistancies).
591
592=item I<food> <number>
593
5941/4 of <number> will be drained from the players I<food>.
595
596=item I<on_use_yield> <archetype>
597
598When this object is applied an instance of <archetype> will be created.
599
600=back
601
602=head3 B<BOOK> - type 8 - Readable books
603
604This type is basically for representing text books in the game.
605
606Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
607
608=over 4
609
610=item I<msg> <text>
611
612This is the contents of the book. When this field is unset
613at treasure generation a random text will be inserted.
614
615=item I<skill> <skill name>
616
617The skill required to read this book. (The most resonable
618skill would be literacy).
619
620=item I<exp> <number>
621
622The experience points the player get for reading this book.
623
624=item I<subtype> <readable subtype>
625
626This field determines the type of the readable.
627Please see common/readable.C in the readable_message_types table.
628
629=back
630
631=head3 B<CLOCK> - type 9 - Clocks
632
633This type of objects just display the time when being applied.
634
635=head3 B<VEIN> - type 10 - item veins for mining
636
637Provides a place to apply to mining skill to.
638
639=item I<other_arch> <archname>
640
641The architecture to create on a successful mine.
642
643=item I<food> <number>
644
645The number of items to produce from this vein.
646
647=item I<ac> <percentage>
648
649The base chance of getting an item.
650
651=item I<race> <identifier>
652
653Race of required extraction tools.
654
655=back
656
657=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
658
659This is a spell effect of a moving bolt. It moves straigt forward
660through the map until something blocks it.
661If FLAG_REFLECTING is set it even reflects on walls.
662
663FLAG_IS_TURNABLE should be set on these objects.
664
665=over 4
666
667=item I<move_type> <movetype>
668
669This field affects the move type with which the lightning moves through
670the map and which map cells will reflect or block it.
671
672=item I<attacktype> <attacktype>
673
674The attacktype with which it hits the objects on the map.
675
676=item I<dam> <number>
677
678The damage this bolt inflicts when it hits objects on the map.
679
680=item I<Dex> <number>
681
682This is the fork percentage, it is reduced by 10 per fork.
683And the I<dam> field is halved on each fork.
684
685=item I<Con> (internal)
686
687This value is a percentage of which the forking lightning
688is deflected to the left. This value should be mostly used internally.
689
690=item I<duration> <number>
691
692The duration the bolt stays on a map cell. This field is decreased each time
693the object is processed (see the meaning of I<speed> and I<speed_left> fields in
694the generic object field description).
695
696=item I<range> <number>
697
698This is the range of the bolt, each space it advances this field is decreased.
699
700=back
701
702=head3 B<ARROW> - type 13 - Arrows
703
704This is the type for objects that represent projectiles like arrows.
705The movement of B<THROWN_OBJ>s behave similar to this type.
706
707Flying arrows are stopped either when they hit something blocking
708(I<move_block>) or something which is alive.
709If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
710set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
711damage with a small chance which is affected by the I<level> field of the arrow.
712
713If FLAG_REFLECTING is set on the arrow it will bounce off everything
714that is not alive and blocks it's movement.
715
716When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
717fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
718the object, to restore them once the arrow has been stopped.
719
720=over 4
721
722=item I<dam> <number>
723
724The amount of damage that is being done to the victim that gets hit.
725This field is recomputed when the arrow is fired and will consist
726of the sum of a damage bonus (see description of the B<BOW> type),
727the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
728and the arrows I<magic> field.
729
730=item I<wc> <number>
731
732The weapon class of the arrow, which has effect on the probability of hitting.
733
734It is recomputed when the arrow is being fired by this formula:
735
736 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
737 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
738
739When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
740level is not added.
741
742wc_mod is dependend on the fire mode of the bow. For a more detailed
743explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
744
745=item I<magic> <number>
746
747This field is added to the damage of the arrow when it is shot and
748will also improve it's I<speed> by 1/5 of it's value.
749
750=item I<attacktype> <attacktype>
751
752Bitfield which decides the attacktype of the damage, see include/attackinc.h
753On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
754
755=item I<level> <number> (interally used)
756
757The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
758see above in the B<ARROW> description.
759
760The I<level> is set when the arrow is fired to either the skill level or the
761shooters level.
762
763=item I<speed> <number> (internal)
764
765This field shouldn't be set directly in the archetype, the arrow will get it's
766I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
767arrow will be stopped immediatly.
768
769On fireing the I<speed> of the arrow is computed of 1/5 of the
770sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
771of the bows I<dam> field is added to the I<speed> of the arrow.
772
773The minimum I<speed> of an arrow is 1.0.
774
775While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
776
777If the I<speed> is above 10.0 it goes straight through the creature it hits and
778its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
779stopped and either stuck into the victim (see I<weight> field description) or
780put on its map square (if it didn't break, see description of the I<food> field).
781
782=item I<weight> <number>
783
784This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
785the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
786
787=item I<food> <number>
788
789The breaking percentage. 100 (%) means: breaks on usage for sure.
790
791=item I<inventory> (internal)
792
793If the flying/moving object has something in it's inventory and it stops, it
794will be replaced with it's inventory. Otherwise it will be handled as usual,
795which means: it will be calculated whether the arrow breaks and it will be
796reset for reuse.
797
798=item I<slaying> <string>
799
800When the bow that fires this arrow has it's I<slaying> field set it is copied
801to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
802
803=item I<move_type> <movetype> (internally used)
804
805This field is set when the arrow is shot to MOVE_FLY_LOW.
806
807=item I<move_on> <movetype> (internally used)
808
809This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
810
811=item I<race> <string>
812
813The I<race> field is a unique key that assigns arrows, bows and quivers. When
814shooting an arrow the bows I<race> is used to search for arrows (which have the
815same I<race> as the bow) in the players inventory and will recursively search in
816the containers (which are applied and have the same I<race> as the bow and the arrow).
817
818=back
819
820=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
821
822TODO, but take into account B<ARROW> description above!
823
824=head3 B<WEAPON> - type 15 - Weapons
825
826This type is for general hack and slash weapons like swords, maces
827and daggers and and ....
828
829=over 4
830
831=item I<weapontype> <type id>
832
833decides what attackmessages are generated, see include/define.h
834
835=item I<attacktype> <bitmask>
836
837bitfield which decides the attacktype of the damage, see include/attackinc.h
838
839=item I<dam> <number>
840
841amount of damage being done with the attacktype
842
843=item I<item_power> <level>
844
845the itempower of this weapon.
846
847=item I<name>
848
849the name of the weapon.
850
851=item I<level> (internal)
852
853The improvement state of the weapon.
854If this field is greater than 0 the I<name> field starts with the
855characters name who improved this weapon.
856
857=item I<last_eat> (internal)
858
859This seems to be the amount of improvements of a weapon,
860the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
861
862 ((who->level / 5) + 5) >= op->last_eat
863
864=item I<last_sp>
865
866the weapon speed (see magic description)
867
868=item I<food> <number>
869
870addition to food regeneration of the player
871
872=item I<hp> <number>
873
874addition to health regeneration
875
876=item I<sp> <number>
877
878addition to mana regeneration
879
880=item I<grace> <number>
881
882addititon to grace regeneration
883
884=item I<gen_sp_armour> <number>
885
886the players I<gen_sp_armour> field (which is per default 10) is being added the
887<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
888do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
889I<gen_sp_armour> limits the amout of regenerated spellpoints.
890
891Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
892I<sp> regeneration.
893
894=item I<body_BODYSLOT>
895
896The part/slot of the body you need to use this weapon, possible values for
897C<BODYSLOT> should be looked up in common/item.C at body_locations.
898
899The value (in the range C<-7..7>) gives the number of those body slots
900used up by the item (if negative) or the number of body slots this object
901has (if positive, e.g. for monsters or players). The special value C<0>
902indicates that this object cannot equip items requiring these body slots.
903
904=item I<resist_RESISTANCY> <number>
905
906this is the factor with which the difference of the players resistancy and 100%
907is multiplied, something like this:
908
909 additional_resistancy = (100 - current_resistancy) * (<number>/100)
910
911if <number> is negative it is added to the total vulnerabilities,
912and later the total resistance is decided by:
913
914 'total resistance = total protections - total vulnerabilities'
915
916see also common/living.C:fix_player.
917
918=item I<path_(attuned|repelled|denied)>
919
920this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
921for the pathes.
922
923=item I<luck> <number>
924
925this luck is added to the players I<luck>
926
927=item I<move_type>
928
929if the weapon has a I<move_type> set the player inherits it's I<move_type>
930
931=item I<exp> <number>
932
933the added_speed and bonus_speed of the player is raised by <number>/3.
934if <number> < 0 then the added_speed is decreased by <number>
935
936=item I<weight>
937
938the weight of the weapon
939
940=item I<magic>
941
942the I<magic> field affects the amounts of the following fields:
943
944 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
945
946 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
947
948 - dam: the players dam is adjusted by: player->dam += (dam + magic)
949
950 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
951 (minium is 0)
952
953=item I<ac> <number>
954
955the amount of ac points the player's I<ac> is decreased when applying this object.
956
957=item I<wc> <number>
958
959the amount of wc points the player's I<wc> is decreased when applying this object.
960
961=back
962
963=head4 Player inherits following flags from weapons:
964
965 FLAG_LIFESAVE
966 FLAG_REFL_SPELL
967 FLAG_REFL_MISSILE
968 FLAG_STEALTH
969 FLAG_XRAYS
970 FLAG_BLIND
971 FLAG_SEE_IN_DARK
972 FLAG_UNDEAD
973
974=head3 B<GRIMREAPER> - type 28 - Grimreapers
975
976These type are mostly used for monsters, they give the
977monster the ability to dissapear after 10 hits with AT_DRAIN.
978
979=over 4
980
981=item I<value> <number>
982
983This field stores the hits the monster did yet.
984
985=back
986
987=head3 B<CREATOR> - type 42 - Object creators
988
989Once a creator is activated by a connection it creates a number of objects
990(cloned from it's inventory or a new object derived from the archetype
991named in the other_arch slot).
992
993If FLAG_LIVESAFE is set the number of uses is unlimited.
994
995=over 4
996
997=item I<hp> <number>
998
999If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
1000be used.
1001
1002=item I<speed> <float>
1003
1004If I<speed> is set the creator will create an object periodically,
1005see I<speed> and I<speed_left> fields in the general object field description
1006for more details.
1007
1008=item I<slaying> <string>
1009
1010If set the generated object's name and title will be set to this.
1011
1012=item I<other_arch> <string>
1013
1014If the inventory of the creator is empty new objects will be derived from the
1015archetype named by <string>.
1016
1017=item I<connected> <identifier>
1018
1019See generic object field description.
1020
1021=back
1022
1023=head3 B<SKILL> - type 43 - Skills
1024
1025This type is basically for representing skills in the game.
1026
1027=over 4
1028
1029=item I<subtype> <skill number>
1030
1031=item I<weapontype> <type of tool>
1032
1033The type of weapon or ranged item compatible with this skill (For ranged
1034and combat attacks).
1035
1036=item I<skill> <string>
1037
1038The skill identifier used by other items, usually the skill name
1039
1040=item I<level> <percentage>
1041
1042not used?
1043
1044=item I<exp> <number>
1045
1046Base amount of experience in a skill, for skills not starting at zero.
1047
1048=item I<expmul> <float>
1049
1050Experience is multiplied by this factor.
1051
1052=back
1053
1054=head3 B<DRINK> - type 54 - Drinkable stuff
1055
1056See B<FOOD> description.
1057
1058=head3 B<CHECK_INV> - type 64 - Inventory checkers
1059
1060This object checks whether the player has a specific item in his
1061inventory when he moves above the inventory checker. If the player has
1062the item (or not, which can be controlled with a flag) a connection will be triggered.
1063
1064If you set I<move_block> you can deny players and monsters to reach the space where
1065the inventory checker is on, see I<move_block> description below.
1066
1067The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1068So matching one of those conditions is enough.
1069
1070=over 4
1071
1072=item I<move_block> <move type bitmask>
1073
1074If you set this field to block a movetype the move code will block any moves
1075onto the space with the inventory checker, IF the moving object doesn't have
1076(or has - if I<last_sp> = 0) the item that the checker is searching for.
1077
1078=item I<last_sp> (0|1)
1079
1080If I<last_sp> is 1 'having' the item that is being checked for will
1081activate the connection or make the space with the checker non-blocking.
1082If I<last_sp> is 0 'not having' the item will activate the connection
1083or make the space with the checker non-blocking.
1084
1085=item I<last_heal> (0|1)
1086
1087If I<last_heal> is 1 the matching item will be removed if the inventory checker
1088activates a connection and finds the item in the inventory.
1089
1090(A inventory checker that blocks a space won't remove anything from inventories)
1091
1092=item I<hp> <number>
1093
1094If this field is not 0 the inventory checker will search for an object
1095with the type id <number>.
1096
1097=item I<slaying> <string>
1098
1099If this field is set the inventory checker will search for an object that
1100has the same string in the I<slaying> field (for example a key string of a key).
1101
1102=item I<race> <string>
1103
1104If this field is set the inventory checker will search for an object which
1105has the archetype name that matches <string>.
1106
1107=item I<connected> <identifier>
1108
1109This is the connection that will be activated. The connection is
1110'pushed' when someone enters the space with the inventory checker,
1111and it is 'released' when he leaves it.
1112
1113See also the description of the I<connected> field in the generic object
1114field section.
1115
1116=back
1117
1118=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1119
1120speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1121changes.
1122
1123 (based on value that last_sp takes):
1124 0: 'furious' Makes all monsters aggressive
1125 1: 'angry' As above but pets are unaffected
1126 2: 'calm' Makes all monsters unaggressive
1127 3: 'sleep' Puts all monsters to sleep
1128 4: 'charm' Makes monster into a pet of person
1129 who triggers the square. This setting
1130 is not enabled for continous operation
1131 5: 'destroy mons' destroy any monsters on this space
1132 6: 'destroy pets' destroy friendly monsters on this space
1133
1134=head3 B<FLESH> - type 72 - Organs and body parts
1135
1136See B<FOOD> description.
1137
1138=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1139
1140A type for any object that has no special behaviour.
1141
1142=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1143
1144This type of objects multiplies objects that are above it when it is activated.
1145You can even multiply by 0, which will destroy the object.
1146
1147=over 4
1148
1149=item I<level> <number>
1150
1151The multiplicator, if set to 0 or lower it will destroy the objects above it.
1152
1153=item I<other_arch> <string>
1154
1155The archetype name of the objects that should be multiplied.
1156
1157=item I<connected> <identifier>
1158
1159See generic object field description.
1160
1161=back
1162
1163=head3 B<HOLE> - type 94 - Holes
1164
1165B<HOLE>s are holes in the ground where objects can fall through. When the hole
1166opens and/or is completly open all objects above it fall through (more
1167precisely: if their head is above the hole).
1168
1169When the B<HOLE> is activated it's speed is set to 0.5.
1170
1171These holes can only transfer the one who falls through to other coordinates
1172on the same map.
1173
1174=over 4
1175
1176=item I<maxsp> (0|1)
1177
1178This field negates the state of the connection: When maxsp is 1 the pit will
1179open/close when the connection is deactivated. Otherwise it will open/close
1180when the connection is activated. This field only has effect when the
1181connection is triggered. So if you put a closed hole on a map, and the
1182connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1183connection was triggered once.
1184
1185=item I<connected> <identifier>
1186
1187This is the connection id, which lets the hole opening or closing when
1188activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1189at which connection state the object is activated.
1190
1191For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1192the connection is released.
1193
1194=item I<wc> <number> (internal)
1195
1196This is an internal field. If it is greater than 0 it means that the hole is not
1197yet fully open. More preciesly: this field is the animation-step and if it is
1198set to the 'closed' step of the animation the hole is closed and if it is on
1199the 'open' animation step (I<wc> = 0), the hole is open.
1200
1201=item I<sp> <number>
1202
1203The destination y coordinates on the same map.
1204
1205=item I<hp> <number>
1206
1207The destination x coordinates on the same map.
1208
1209=back
1210
1211=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1212
1213This type is doing the actual damage to the ones who were attacked
1214via AT_POISON (or drank B<POISON>).
1215
1216The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1217there for details).
1218
1219=over 4
1220
1221=item I<dam> <number>
1222
1223Each time the poisoning is proccessed (which is determined by the I<speed> and
1224I<speed_left> fields, see the general object fields description above) it hits
1225the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1226simply hit the player with no strings attached).
1227
1228=item I<food> <number>
1229
1230Just a note: The posioning is removed if I<food> == 1 and not if
1231the whole I<duration> is up, because the B<POISONING> code has to remove
1232the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1233deletes the B<POISONING> object.
1234
1235=back
1236
160=head3 FORCE - type 114 - Forces 1237=head3 B<FORCE> - type 114 - Forces
161 1238
162Forces are a very 'thin' type. They don't have much behaviour other than 1239Forces are a very 'thin' type. They don't have much behaviour other than
163disappearing after a time and/or affecting the player if they are in his inventory. 1240disappearing after a time and/or affecting the player if they are in his
1241inventory.
164 1242
165Forces only take effect on the player if they have set FLAG_APPLIED. 1243Forces only take effect on the player if they have FLAG_APPLIED set.
166 1244
167Whether the duration field is processed or not a tick is controlled via the 1245Whether the I<duration> field is processed or not per tick is controlled by the
168speed and speed_left field. Look above at the generic description of these 1246I<speed> and I<speed_left> fields. Look above in the generic object field description.
169fields.
170 1247
171=over 4 1248NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1249interpreter like described in the description of the FLAG_IS_USED_UP flag.
1250BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1251will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1252removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1253have good semantics on forces, try to avoid it.
172 1254
1255=over 4
1256
173=item duration 1257=item I<duration>
174 1258
175While this field is greater than 0 the force/object is not destroyed. 1259While this field is greater than 0 the force/object is not destroyed. It is
176It is decreased each tick by 1. 1260decreased each tick by 1.
177 1261
178If it reaches 0 the force/object is destroyed. 1262If it reaches 0 the force/object is destroyed.
179 1263
180This field can have this meaning for B<any> object if that object has 1264This field can have this meaning for B<any> object if that object has
181FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1265FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
182what happens then. 1266what happens then.
183 1267
184=back 1268=back
185 1269
186=head3 WEAPON - type 15 - Weapons 1270=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
187 1271
188This type is for general hack and slash weapons like swords, maces 1272This object is generated by the B<POTION> code when the potion is a resistance
189and daggers and and .... 1273giving potion. It has mainly the same behaviour as a B<FORCE>.
190 1274
191=over 4 1275The specialty of the potion effect is that the resistancy it gives is absolute,
1276so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1277fire.
192 1278
193=item weapontype <type id> 1279Multiple potion effects only give you the maximum of their resistancy.
194
195decides what attackmessages are generated, see include/define.h
196
197=item attacktype <bitmask>
198
199bitfield which decides the attacktype of the damage, see include/attackinc.h
200
201=item dam <number>
202
203amount of damage being done with the attacktype
204
205=item item_power <level>
206
207the itempower of this weapon.
208
209=item name
210
211the name of the weapon.
212
213=item level (internal)
214
215The improvement state of the weapon.
216If this field is greater than 0 the 'name' field starts with the
217characters name who improved this weapon.
218
219=item last_eat (internal)
220
221seems to be the amount of improvements of a weapon,
222the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
223
224 ((who->level / 5) + 5) >= op->last_eat
225
226=item last_sp
227
228the weapon speed (see magic description)
229
230=item food <number>
231
232addition to food regeneration of the player
233
234=item hp <number>
235
236addition to health regeneration
237
238=item sp <number>
239
240addition to mana regeneration
241
242=item grace <number>
243
244addititon to grace regeneration
245
246=item gen_sp_armour <number>
247
248the players gen_sp_armour field (which is per default 10) is added the <number> amount.
249gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
250is multiplied: gen_sp *= 10/<number>
251meaning: values > 10 of gen_sp_armour limits the amout of regenerated
252spellpoints.
253
254generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
255sp regeneration.
256
257=item body_<body slot/part>
258
259the part of the body you need to use this weapon, possible values should be
260looked up in common/item.C at body_locations.
261
262=item resist_<resistnacy> <number>
263
264this is the factor with which the difference of the players resistancy and 100%
265is multiplied, something like this:
266
267 additional_resistancy = (100 - current_resistanct) * (<number>/100)
268
269if <number> is negative it is added to the total vulnerabilities,
270and later the total resistance is decided by:
271
272 'total resistance = total protections - total vulnerabilities'
273
274see also common/living.C:fix_player
275
276=item patch_(attuned|repelled|denied)
277
278this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
279for the pathes.
280
281=item luck <number>
282
283this luck is added to the players luck
284
285=item move_type
286
287if the weapon has a move_type set the player inherits it's move_type
288
289=item exp <number>
290
291the added_speed and bonus_speed of the player is raised by <number>/3.
292if <number> < 0 then the added_speed is decreased by <number>
293
294=item weight
295
296the weight of the weapon
297
298=item magic
299
300the magic field affects the amounts of the following fields:
301
302 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
303
304 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
305
306 - dam: the players dam is adjusted by: player->dam += (dam + magic)
307
308 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
309 (minium is 0)
310
311=item ac <number>
312
313the amount of ac points the player's ac is decreased
314
315=item wc <number>
316
317the amount of wc points the player's ac is decreased
318
319=back
320
321=head4 Player inherits following flags from weapons:
322
323 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH,
324 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD

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