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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> <number>
148
149When this field is set the object will be linked to a connection with the
150id <number>. 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
149=back 253If FLAG_APPLIED is not set the object is destroyed.
150 254
151=head2 Description of type specific attributes 255=item FLAG_CHANGING
256
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
152 359
153The beginning of the headers of the following subsection 360The beginning of the headers of the following subsection
154are 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.
155The numeric values are maybe not 100% accurate, as the code is a changing
156target, please consult include/define.h in doubt :-)
157 362
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<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
636
637This is a spell effect of a moving bolt. It moves straigt forward
638through the map until something blocks it.
639If FLAG_REFLECTING is set it even reflects on walls.
640
641FLAG_IS_TURNABLE should be set on these objects.
642
643=over 4
644
645=item I<move_type> <movetype>
646
647This field affects the move type with which the lightning moves through
648the map and which map cells will reflect or block it.
649
650=item I<attacktype> <attacktype>
651
652The attacktype with which it hits the objects on the map.
653
654=item I<dam> <number>
655
656The damage this bolt inflicts when it hits objects on the map.
657
658=item I<Dex> <number>
659
660This is the fork percentage, it is reduced by 10 per fork.
661And the I<dam> field is halved on each fork.
662
663=item I<Con> (internal)
664
665This value is a percentage of which the forking lightning
666is deflected to the left. This value should be mostly used internally.
667
668=item I<duration> <number>
669
670The duration the bolt stays on a map cell. This field is decreased each time
671the object is processed (see the meaning of I<speed> and I<speed_left> fields in
672the generic object field description).
673
674=item I<range> <number>
675
676This is the range of the bolt, each space it advances this field is decreased.
677
678=back
679
680=head3 B<ARROW> - type 13 - Arrows
681
682This is the type for objects that represent projectiles like arrows.
683The movement of B<THROWN_OBJ>s behave similar to this type.
684
685Flying arrows are stopped either when they hit something blocking
686(I<move_block>) or something which is alive.
687If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
688set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
689damage with a small chance which is affected by the I<level> field of the arrow.
690
691If FLAG_REFLECTING is set on the arrow it will bounce off everything
692that is not alive and blocks it's movement.
693
694When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
695fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
696the object, to restore them once the arrow has been stopped.
697
698=over 4
699
700=item I<dam> <number>
701
702The amount of damage that is being done to the victim that gets hit.
703This field is recomputed when the arrow is fired and will consist
704of the sum of a damage bonus (see description of the B<BOW> type),
705the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
706and the arrows I<magic> field.
707
708=item I<wc> <number>
709
710The weapon class of the arrow, which has effect on the probability of hitting.
711
712It is recomputed when the arrow is being fired by this formula:
713
714 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
715 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
716
717When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
718level is not added.
719
720wc_mod is dependend on the fire mode of the bow. For a more detailed
721explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
722
723=item I<magic> <number>
724
725This field is added to the damage of the arrow when it is shot and
726will also improve it's I<speed> by 1/5 of it's value.
727
728=item I<attacktype> <attacktype>
729
730Bitfield which decides the attacktype of the damage, see include/attackinc.h
731On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
732
733=item I<level> <number> (interally used)
734
735The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
736see above in the B<ARROW> description.
737
738The I<level> is set when the arrow is fired to either the skill level or the
739shooters level.
740
741=item I<speed> <number> (internal)
742
743This field shouldn't be set directly in the archetype, the arrow will get it's
744I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
745arrow will be stopped immediatly.
746
747On fireing the I<speed> of the arrow is computed of 1/5 of the
748sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
749of the bows I<dam> field is added to the I<speed> of the arrow.
750
751The minimum I<speed> of an arrow is 1.0.
752
753While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
754
755If the I<speed> is above 10.0 it goes straight through the creature it hits and
756its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
757stopped and either stuck into the victim (see I<weight> field description) or
758put on its map square (if it didn't break, see description of the I<food> field).
759
760=item I<weight> <number>
761
762This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
763the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
764
765=item I<food> <number>
766
767The breaking percentage. 100 (%) means: breaks on usage for sure.
768
769=item I<inventory> (internal)
770
771If the flying/moving object has something in it's inventory and it stops, it
772will be replaced with it's inventory. Otherwise it will be handled as usual,
773which means: it will be calculated whether the arrow breaks and it will be
774reset for reuse.
775
776=item I<slaying> <string>
777
778When the bow that fires this arrow has it's I<slaying> field set it is copied
779to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
780
781=item I<move_type> <movetype> (internally used)
782
783This field is set when the arrow is shot to MOVE_FLY_LOW.
784
785=item I<move_on> <movetype> (internally used)
786
787This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
788
789=item I<race> <string>
790
791The I<race> field is a unique key that assigns arrows, bows and quivers. When
792shooting an arrow the bows I<race> is used to search for arrows (which have the
793same I<race> as the bow) in the players inventory and will recursively search in
794the containers (which are applied and have the same I<race> as the bow and the arrow).
795
796=back
797
798=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
799
800TODO, but take into account B<ARROW> description above!
801
158=head3 WEAPON - type 15 - Weapons 802=head3 B<WEAPON> - type 15 - Weapons
159 803
160This type is for general hack and slash weapons like swords, maces 804This type is for general hack and slash weapons like swords, maces
161and daggers and and .... 805and daggers and and ....
162 806
163=over 4 807=over 4
164 808
165=item weapontype <type id> 809=item I<weapontype> <type id>
166 810
167decides what attackmessages are generated, see include/define.h 811decides what attackmessages are generated, see include/define.h
168 812
169=item attacktype <bitmask> 813=item I<attacktype> <bitmask>
170 814
171bitfield which decides the attacktype of the damage, see include/attackinc.h 815bitfield which decides the attacktype of the damage, see include/attackinc.h
172 816
173=item dam <number> 817=item I<dam> <number>
174 818
175amount of damage being done with the attacktype 819amount of damage being done with the attacktype
176 820
177=item item_power <level> 821=item I<item_power> <level>
178 822
179the itempower of this weapon. 823the itempower of this weapon.
180 824
181=item name 825=item I<name>
182 826
183the name of the weapon. 827the name of the weapon.
184 828
185=item level (internal) 829=item I<level> (internal)
186 830
187The improvement state of the weapon. 831The improvement state of the weapon.
188If this field is greater than 0 the 'name' field starts with the 832If this field is greater than 0 the I<name> field starts with the
189characters name who improved this weapon. 833characters name who improved this weapon.
190 834
191=item last_eat (internal) 835=item I<last_eat> (internal)
192 836
193seems to be the amount of improvements of a weapon, 837This 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): 838the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
195 839
196 ((who->level / 5) + 5) >= op->last_eat 840 ((who->level / 5) + 5) >= op->last_eat
197 841
198=item last_sp 842=item I<last_sp>
199 843
200the weapon speed (see magic description) 844the weapon speed (see magic description)
201 845
202=item food <number> 846=item I<food> <number>
203 847
204addition to food regeneration of the player 848addition to food regeneration of the player
205 849
206=item hp <number> 850=item I<hp> <number>
207 851
208addition to health regeneration 852addition to health regeneration
209 853
210=item sp <number> 854=item I<sp> <number>
211 855
212addition to mana regeneration 856addition to mana regeneration
213 857
214=item grace <number> 858=item I<grace> <number>
215 859
216addititon to grace regeneration 860addititon to grace regeneration
217 861
218=item gen_sp_armour <number> 862=item I<gen_sp_armour> <number>
219 863
220the players gen_sp_armour field (which is per default 10) is added the <number> amount. 864the 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() 865<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
222is multiplied: gen_sp *= 10/<number> 866do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
223meaning: values > 10 of gen_sp_armour limits the amout of regenerated 867I<gen_sp_armour> limits the amout of regenerated spellpoints.
224spellpoints.
225 868
226generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 869Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
227sp regeneration. 870I<sp> regeneration.
228 871
229=item body_<body slot/part> 872=item I<body_BODYSLOT>
230 873
231the part of the body you need to use this weapon, possible values should be 874The part/slot of the body you need to use this weapon, possible values for
232looked up in common/item.C at body_locations. 875C<BODYSLOT> should be looked up in common/item.C at body_locations.
233 876
234=item resist_<resistnacy> <number> 877The value (in the range C<-7..7>) gives the number of those body slots
878used up by the item (if negative) or the number of body slots this object
879has (if positive, e.g. for monsters or players). The special value C<0>
880indicates that this object cannot equip items requiring these body slots.
881
882=item I<resist_RESISTANCY> <number>
235 883
236this is the factor with which the difference of the players resistancy and 100% 884this is the factor with which the difference of the players resistancy and 100%
237is multiplied, something like this: 885is multiplied, something like this:
238 886
239 additional_resistancy = (100 - current_resistanct) * (<number>/100) 887 additional_resistancy = (100 - current_resistancy) * (<number>/100)
240 888
241if <number> is negative it is added to the total vulnerabilities, 889if <number> is negative it is added to the total vulnerabilities,
242and later the total resistance is decided by: 890and later the total resistance is decided by:
243 891
244 'total resistance = total protections - total vulnerabilities' 892 'total resistance = total protections - total vulnerabilities'
245 893
246see also common/living.C:fix_player 894see also common/living.C:fix_player.
247 895
248=item patch_(attuned|repelled|denied) 896=item I<path_(attuned|repelled|denied)>
249 897
250this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 898this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
251for the pathes. 899for the pathes.
252 900
253=item luck <number> 901=item I<luck> <number>
254 902
255this luck is added to the players luck 903this luck is added to the players I<luck>
256 904
257=item move_type 905=item I<move_type>
258 906
259if the weapon has a move_type set the player inherits it's move_type 907if the weapon has a I<move_type> set the player inherits it's I<move_type>
260 908
261=item exp <number> 909=item I<exp> <number>
262 910
263the added_speed and bonus_speed of the player is raised by <number>/3. 911the added_speed and bonus_speed of the player is raised by <number>/3.
264if <number> < 0 then the added_speed is decreased by <number> 912if <number> < 0 then the added_speed is decreased by <number>
265 913
266=item weight 914=item I<weight>
267 915
268the weight of the weapon 916the weight of the weapon
269 917
270=item magic 918=item I<magic>
271 919
272the magic field affects the amounts of the following fields: 920the I<magic> field affects the amounts of the following fields:
273 921
274 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 922 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
275 923
276 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 924 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
277 925
278 - dam: the players dam is adjusted by: player->dam += (dam + magic) 926 - dam: the players dam is adjusted by: player->dam += (dam + magic)
279 927
280 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 928 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
281 (minium is 0) 929 (minium is 0)
282 930
283=item ac <number> 931=item I<ac> <number>
284 932
285the amount of ac points the player's ac is decreased 933the amount of ac points the player's I<ac> is decreased when applying this object.
286 934
287=item wc <number> 935=item I<wc> <number>
288 936
289the amount of wc points the player's ac is decreased 937the amount of wc points the player's I<wc> is decreased when applying this object.
290 938
291=back 939=back
292 940
293=head4 Player inherits following flags from weapons: 941=head4 Player inherits following flags from weapons:
294 942
295 FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, 943 FLAG_LIFESAVE
296 FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD 944 FLAG_REFL_SPELL
945 FLAG_REFL_MISSILE
946 FLAG_STEALTH
947 FLAG_XRAYS
948 FLAG_BLIND
949 FLAG_SEE_IN_DARK
950 FLAG_UNDEAD
297 951
952=head3 B<GRIMREAPER> - type 28 - Grimreapers
953
954These type are mostly used for monsters, they give the
955monster the ability to dissapear after 10 hits with AT_DRAIN.
956
957=over 4
958
959=item I<value> <number>
960
961This field stores the hits the monster did yet.
962
963=back
964
965=head3 B<CREATOR> - type 42 - Object creators
966
967Once a creator is activated by a connection it creates a number of objects
968(cloned from it's inventory or a new object derived from the archetype
969named in the other_arch slot).
970
971If FLAG_LIVESAFE is set the number of uses is unlimited.
972
973=over 4
974
975=item I<hp> <number>
976
977If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
978be used.
979
980=item I<speed> <float>
981
982If I<speed> is set the creator will create an object periodically,
983see I<speed> and I<speed_left> fields in the general object field description
984for more details.
985
986=item I<slaying> <string>
987
988If set the generated object's name and title will be set to this.
989
990=item I<other_arch> <string>
991
992If the inventory of the creator is empty new objects will be derived from the
993archetype named by <string>.
994
995=item I<connected> <number>
996
997See generic object field description.
998
999=back
1000
1001=head3 B<DRINK> - type 54 - Drinkable stuff
1002
1003See B<FOOD> description.
1004
1005=head3 B<CHECK_INV> - type 64 - Inventory checkers
1006
1007This object checks whether the player has a specific item in his
1008inventory when he moves above the inventory checker. If the player has
1009the item (or not, which can be controlled with a flag) a connection will be triggered.
1010
1011If you set I<move_block> you can deny players and monsters to reach the space where
1012the inventory checker is on, see I<move_block> description below.
1013
1014The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1015So matching one of those conditions is enough.
1016
1017=over 4
1018
1019=item I<move_block> <move type bitmask>
1020
1021If you set this field to block a movetype the move code will block any moves
1022onto the space with the inventory checker, IF the moving object doesn't have
1023(or has - if I<last_sp> = 0) the item that the checker is searching for.
1024
1025=item I<last_sp> (0|1)
1026
1027If I<last_sp> is 1 'having' the item that is being checked for will
1028activate the connection or make the space with the checker non-blocking.
1029If I<last_sp> is 0 'not having' the item will activate the connection
1030or make the space with the checker non-blocking.
1031
1032=item I<last_heal> (0|1)
1033
1034If I<last_heal> is 1 the matching item will be removed if the inventory checker
1035activates a connection and finds the item in the inventory.
1036
1037(A inventory checker that blocks a space won't remove anything from inventories)
1038
1039=item I<hp> <number>
1040
1041If this field is not 0 the inventory checker will search for an object
1042with the type id <number>.
1043
1044=item I<slaying> <string>
1045
1046If this field is set the inventory checker will search for an object that
1047has the same string in the I<slaying> field (for example a key string of a key).
1048
1049=item I<race> <string>
1050
1051If this field is set the inventory checker will search for an object which
1052has the archetype name that matches <string>.
1053
1054=item I<connected> <connection id>
1055
1056This is the connection that will be activated. The connection is
1057'pushed' when someone enters the space with the inventory checker,
1058and it is 'released' when he leaves it.
1059
1060See also the description of the I<connected> field in the generic object field
1061section.
1062
1063=back
1064
1065=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1066
1067speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1068changes.
1069
1070 (based on value that last_sp takes):
1071 0: 'furious' Makes all monsters aggressive
1072 1: 'angry' As above but pets are unaffected
1073 2: 'calm' Makes all monsters unaggressive
1074 3: 'sleep' Puts all monsters to sleep
1075 4: 'charm' Makes monster into a pet of person
1076 who triggers the square. This setting
1077 is not enabled for continous operation
1078 5: 'destroy mons' destroy any monsters on this space
1079 6: 'destroy pets' destroy friendly monsters on this space
1080
1081=head3 B<FLESH> - type 72 - Organs and body parts
1082
1083See B<FOOD> description.
1084
1085=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1086
1087A type for any object that has no special behaviour.
1088
1089=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1090
1091This type of objects multiplies objects that are above it when it is activated.
1092You can even multiply by 0, which will destroy the object.
1093
1094=over 4
1095
1096=item I<level> <number>
1097
1098The multiplicator, if set to 0 or lower it will destroy the objects above it.
1099
1100=item I<other_arch> <string>
1101
1102The archetype name of the objects that should be multiplied.
1103
1104=item I<connected> <number>
1105
1106See generic object field description.
1107
1108=back
1109
1110=head3 B<HOLE> - type 94 - Holes
1111
1112B<HOLE>s are holes in the ground where objects can fall through. When the hole
1113opens and/or is completly open all objects above it fall through (more
1114precisely: if their head is above the hole).
1115
1116When the B<HOLE> is activated it's speed is set to 0.5.
1117
1118These holes can only transfer the one who falls through to other coordinates
1119on the same map.
1120
1121=over 4
1122
1123=item I<maxsp> (0|1)
1124
1125This field negates the state of the connection: When maxsp is 1 the pit will
1126open/close when the connection is deactivated. Otherwise it will open/close
1127when the connection is activated. This field only has effect when the
1128connection is triggered. So if you put a closed hole on a map, and the
1129connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1130connection was triggered once.
1131
1132=item I<connected> <connection id>
1133
1134This is the connection id, which lets the hole opening or closing when
1135activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1136at which connection state the object is activated.
1137
1138For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1139the connection is released.
1140
1141=item I<wc> <number> (internal)
1142
1143This is an internal field. If it is greater than 0 it means that the hole is not
1144yet fully open. More preciesly: this field is the animation-step and if it is
1145set to the 'closed' step of the animation the hole is closed and if it is on
1146the 'open' animation step (I<wc> = 0), the hole is open.
1147
1148=item I<sp> <number>
1149
1150The destination y coordinates on the same map.
1151
1152=item I<hp> <number>
1153
1154The destination x coordinates on the same map.
1155
1156=back
1157
1158=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1159
1160This type is doing the actual damage to the ones who were attacked
1161via AT_POISON (or drank B<POISON>).
1162
1163The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1164there for details).
1165
1166=over 4
1167
1168=item I<dam> <number>
1169
1170Each time the poisoning is proccessed (which is determined by the I<speed> and
1171I<speed_left> fields, see the general object fields description above) it hits
1172the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1173simply hit the player with no strings attached).
1174
1175=item I<food> <number>
1176
1177Just a note: The posioning is removed if I<food> == 1 and not if
1178the whole I<duration> is up, because the B<POISONING> code has to remove
1179the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1180deletes the B<POISONING> object.
1181
1182=back
1183
298=head3 FORCE - type 114 - Forces 1184=head3 B<FORCE> - type 114 - Forces
299 1185
1186Forces are a very 'thin' type. They don't have much behaviour other than
1187disappearing after a time and/or affecting the player if they are in his
1188inventory.
1189
300Note: Forces only take effect on the player if they have set FLAG_APPLIED. 1190Forces only take effect on the player if they have FLAG_APPLIED set.
301 1191
302Whether the duration field is processed or not a tick is controlled via the 1192Whether 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 1193I<speed> and I<speed_left> fields. Look above in the generic object field description.
304fields.
305 1194
306=over 4 1195NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1196interpreter like described in the description of the FLAG_IS_USED_UP flag.
1197BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1198will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1199removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1200have good semantics on forces, try to avoid it.
307 1201
1202=over 4
1203
308=item duration 1204=item I<duration>
309 1205
310While this field is greater than 0 the force is not removed. 1206While this field is greater than 0 the force/object is not destroyed. It is
311It is decreased each tick by 1. 1207decreased each tick by 1.
312 1208
1209If it reaches 0 the force/object is destroyed.
1210
1211This field can have this meaning for B<any> object if that object has
1212FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1213what happens then.
1214
313=back 1215=back
1216
1217=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1218
1219This object is generated by the B<POTION> code when the potion is a resistance
1220giving potion. It has mainly the same behaviour as a B<FORCE>.
1221
1222The specialty of the potion effect is that the resistancy it gives is absolute,
1223so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1224fire.
1225
1226Multiple potion effects only give you the maximum of their resistancy.

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