ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/pod/objects.pod
Revision: 1.15
Committed: Wed Dec 20 20:25:59 2006 UTC (17 years, 5 months ago) by elmex
Branch: MAIN
Changes since 1.14: +58 -26 lines
Log Message:
LAMP type in work, main change: adjusted usage of the terms 'archetype',
'object', 'field' and 'attribute'.

File Contents

# Content
1 =head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION
2
3 Here is all information about the object types Crossfire+
4 supports at the moment. This is not a complete documentation (yet)
5 and browsing the source is still recommended to learn about
6 the objects that aren't documented here.
7
8 This documentation is in a sketchy state. It's mostly
9 used to collect notes about the internal behaviour of the
10 objects.
11
12 =head2 About the notation and terms
13
14 The term 'archetype' stands for a collection of fields.
15 The term 'object' stands for an archetype instance.
16 The term 'field' is used for an object fields and archetype fields.
17
18 Field names will be displayed like I<this>.
19
20 =head2 About archetypes and objects
21
22 Archetypes are 'templates' of objects. If an object is derived
23 from an archetype the object fields will be set to the corresponding
24 fields in the archetype.
25
26 When a map is instanciated (loaded), the 'object' description on the
27 map are considered patches of the archetype.
28
29 This document does explain the behaviour of the objects and the meaning of
30 their fields in the server engine, which are derived from archetypes.
31
32 This is an example of an archetype:
33
34 Object button_trigger
35 name button
36 type 30
37 face button_sma.111
38 anim
39 button_sma.111
40 button_sma.112
41 mina
42 is_animated 0
43 exp 30
44 no_pick 1
45 walk_on 1
46 walk_off 1
47 editable 48
48 visibility 50
49 weight 1
50 end
51
52 The first B<field> is I<name>: 'button_trigger', which basically means that
53 instances (objects) that are created/derived from this archetype have the
54 name 'button' (which means that the field I<name> of the object will be set
55 to the same value as the archetypes field I<name>).
56
57 The next field I<type> decides the behaviour of objects derived from this archetype.
58 For a comprehensive list of types see include/define.h. For this case
59 you might find a line like:
60
61 #define TRIGGER_BUTTON        30
62
63 The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
64 For more information on this look in the Flags subsection in the next section
65
66 The following documentation will also document the meaning of internal used
67 fields of objects. These fields are marked as (internal) and can't
68 or shouldn't be set by an archetype.
69
70 =head2 Description of (mostly) generic object fields
71
72 These are the fields that most of the objects have and/or their
73 default behaviour.
74
75 =over 4
76
77 =item name <string>
78
79 The name of the object.
80
81 =item name_pl <string>
82
83 The name of a collection of these objects (the plural of the name).
84
85 =item face <facename>
86
87 The graphical appearance of this object.
88
89 =item x <number>
90
91 The x position of the object when it is on a map.
92
93 =item y <number>
94
95 The y position of the object when it is on a map.
96
97 =item map (internal)
98
99 The map the object is on.
100
101 =item invisible <number>
102
103 If the <number> is greater than 0 the object is invisible.
104 For players this field reflects the duration of the invisibility
105 and is decreased every tick by 1.
106
107 For non-player objects this field is not changed by server ticks.
108
109 =item speed <number>
110
111 If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
112 on the active object list and will be processed each tick (see also speed_left!).
113
114 If the speed field drops below the MIN_ACTIVE_SPEED the object is removed
115 from the active object list and it won't experience any processing per tick.
116
117 =item speed_left <number>
118
119 If this field is greater than 0 and the object is on the
120 active list (mostly means it's speed is also greater than 0):
121
122 - speed_left is decreased by 1
123 - and this object is processed and experiences a server tick.
124
125 If the object is on the active list and speed_left is lower or
126 equal to 0 the absolute value of the speed field is added to speed_left
127 on the end of the tick.
128
129 This means: the lower the speed field is (but still above MIN_ACTIVE_SPEED)
130 the more seldom the object is processed. And the higher the speed field is
131 the more often the object is processed.
132
133 =item connected <number>
134
135 When this field is set the object will be linked to a connection with the
136 id <number>. What happens when the connection is 'activated' depends on the
137 type of the object.
138
139 When FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
140 when to activate the object, see description of these below for further details.
141
142 =item no_drop (0|1)
143
144 Sets the flag FLAG_NO_DROP.
145 See Flags section below.
146
147 =item applied (0|1)
148
149 Sets the flag FLAG_APPLIED.
150 See Flags section below.
151
152 =item is_used_up (0|1)
153
154 Sets the flag FLAG_IS_USED_UP.
155 See Flags section below.
156
157 =item changing (0|1)
158
159 Sets the flag FLAG_CHANGING.
160 See Flags section below.
161
162 =item auto_apply (0|1)
163
164 Sets the flag FLAG_AUTO_APPLY.
165 See Flags section below.
166
167 =item no_steal (0|1)
168
169 Sets the flag FLAG_NO_STEAL.
170 See Flags section below.
171
172 =item reflecting (0|1)
173
174 Sets the flag FLAG_REFLECTING.
175 See Flags section below.
176
177 =item reflect_spell (0|1)
178
179 Sets the flag FLAG_REFL_SPELL.
180 See Flags section below.
181
182 =item no_skill_ident (0|1)
183
184 Sets the flag FLAG_NO_SKILL_IDENT.
185 See Flags section below.
186
187 =item activate_on_push (0|1) (default: 1)
188
189 Sets the flag FLAG_ACTIVATE_ON_PUSH.
190 See Flags section below.
191
192 =item activate_on_release (0|1) (default: 1)
193
194 Sets the flag FLAG_ACTIVATE_ON_RELEASE.
195 See Flags section below.
196
197 =item editable (more than deprecated)
198
199 This field had a special meaning for crossedit, which used parts
200 of the server code for editing. Wherever you see this field being
201 set in an archetype ignore it and/or remove it. No code interprets this
202 field anymore.
203
204 =back
205
206 =head3 Flags
207
208 Here are the effects of the flags described.
209
210 =over 4
211
212 =item FLAG_NO_DROP
213
214 An object can't be picked up and dropped.
215
216 =item FLAG_APPLIED
217
218 This flag mostly states whether this object has been 'applied' by the player.
219 For objects that are applied by the code or have this flag set in the archetype
220 it mostly means 'this object is active'.
221
222 For example the player adjustments of the hp/sp/grace fields and inheritance
223 of flags from objects in his inventory is toggled by this flag.
224
225 =item FLAG_IS_USED_UP
226
227 This flag controls whether an object is 'used up'. If it is set the 'food' field
228 of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha
229 it is removed.
230
231 If also the flag FLAG_APPLIED is set, the 'duration' field controls whether
232 this object is removed or not, see the Force type below for the meaning
233 of the duration field in this context.
234
235 If FLAG_APPLIED is not set the object is destroyed.
236
237 =item FLAG_CHANGING
238
239 If the 'state' field of the object is 0 the object will be processed periodically.
240 Otherwise it won't "change";
241
242 =item FLAG_IS_A_TEMPLATE (internal use)
243
244 This flag is set on the inventory of generators like CREATORs and CONVERTERs,
245 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
246
247 =item FLAG_AUTO_APPLY
248
249 This flag has currently only meaning for the TREASURE type, see below.
250
251 =item FLAG_ACTIVATE_ON_PUSH
252
253 This flag has only meaning for objects that can be linked together
254 with the 'connected' field and controls wether the object should
255 be activated when the connection is 'pushed' or it is 'released'.
256
257 What 'pushed' and 'released' means depends on the object that
258 activates the connection.
259
260 This flag is by default on.
261
262 =item FLAG_ACTIVATE_ON_RELEASE
263
264 This flag has only meaning for objects that can be linked together
265 with the 'connected' field and controls wether the object should
266 be activated when the connection is 'pushed' or it is 'released'.
267
268 What 'pushed' and 'released' means depends on the object that
269 activates the connection.
270
271 This flag is by default on.
272
273 =item FLAG_NO_STEAL
274
275 When this flag is set this object can't be stolen. The flag will be
276 resetted once the object is placed on a map.
277
278 When this flag is set on a monster it can defent attempts of stealing
279 (but in this context the flag is only used internally).
280
281 =item FLAG_NO_SKILL_IDENT
282
283 This flag is mostly used internal and prevents unidentified objects
284 (objects which don't have FLAG_IDENTIFIED set) being identified by
285 skills.
286
287 This flag is used to mark objects to never being identified by a skill
288 once a player failed to identify an object. So that multiple tries
289 of identifying aren't more effective than one.
290
291 =item FLAG_REFLECTING
292
293 This flag is used by spell effects (eg. SP_BOLT), THROWN_OBJ and ARROW
294 to indicate whether this object reflects off walls.
295
296 =item FLAG_REFL_SPELL
297
298 This flag indicates whether something reflects spells, like spell reflecting
299 amuletts.
300
301 =back
302
303 =head2 Description of type specific fields and behaviour
304
305 The beginning of the headers of the following subsection
306 are the server internal names for the objects types, see include/define.h.
307
308 =head3 TRANSPORT - type 2 - Player transports
309
310 This type is implemented by the transport extension and has currently no special
311 fields that affect it.
312
313 =head3 ROD - type 3 - Rods that fire spells
314
315 Rods contain spells and can be fired by a player.
316
317 =over 4
318
319 =item level <number>
320
321 This field is used for calculating the spell level that can be fired
322 with this rod, it's also the maximum level of the spell that can be fired.
323 The level of the spell that is being fired depends mostly on
324 the 'use magic item' skill level of the player and 1/10 of the level of the
325 rod is added as bonus.
326
327 =item hp <number>
328
329 The amount of spellpoints this rod has left.
330
331 =item maxhp <number>
332
333 The maximum amount of spellpoints this rod has.
334
335 =item skill <skill name>
336
337 This field determines which skill you need to apply this object.
338
339 =back
340
341 =head3 TREASURE - type 4 - Treasures
342
343 This type of objects are for random treasure generation in maps.
344 If this object is applied by a player it will replace itself with it's
345 inventory. If it is automatically applied
346 generate a treasure and replace itself with the generated treasure.
347
348 Chests are also of this type, their treasures are generated by
349 the auto apply code on map instantiation.
350
351 =over 4
352
353 =item hp <number>
354
355 The number of treasures to generate.
356
357 =item exp <level>
358
359 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
360 and the difficulty for the treasurecode only depends on the maps difficulty,
361 otherwise the exp field has the following meaning:
362
363 If this field is not 0 it is passed as the difficulty
364 to the treasure generation code to determine how good, how much
365 worth a treasure is or what bonuses it is given by the treasure code.
366
367 If this field is not set or 0 the difficulty of the map is passed to the treasure
368 generation code.
369
370 =item randomitems <treasurelist>
371
372 The treasurelist to use to generate the treasure which is put in the
373 treasure objects inventory.
374
375 =back
376
377 =head3 POTION - type 5 - Potions for drinking and other nastynesses
378
379 These objects contain a spell and will emit it on apply, which most
380 of the time has the meaning of 'drinking'.
381
382 If no resistancy field, stat field or attacktype is set and no spell
383 is put in the potion by the sp field or the randomitems the
384 potion will become an artifact and the artifact code decides which kind
385 of potion will be generated.
386
387 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
388 will yield an explosion and hurt the player.
389
390 =over 4
391
392 =item Str, Dex, Con, Int, Wis, Cha, Pow <number>
393
394 These stat fields determine how many stat points the player gets
395 when he applies this potion.
396
397 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
398
399 =item sp <number>
400
401 If this field is set and the randomitems field is not set
402 the field is interpreted as spell number, please look the right
403 number up in common/loader.C.
404
405 If this field is set the randomitems field will be unset by the
406 map loading code.
407
408 =item attacktype <attacktype>
409
410 This field has some special meaning in potions, currently the
411 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
412 restoration potion or improvement potion.
413 See include/attackinc.h for the bits of these types.
414
415 If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
416 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
417 set the player will be drained a random stat by inserting an ARCH_DEPLETION
418 into him.
419
420 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
421 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
422
423 =item resist_<resistancy> <number>
424
425 If this stat is set and no spell is in the potion the potion
426 will create a force that give the player this specific resistancy.
427 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
428 and the potion will last 10 times longer than the default force archetype
429 FORCE_NAME (at the moment of this writing spell/force.arc).
430
431 =item randomitems <treasurelist>
432
433 The inventory/spell of the potion will be created by calling the treasure code
434 with the treasurelist specified here. (I guess it's highly undefined what
435 happens if there is not a spell in the potions inventory).
436
437 =item on_use_yield <archetype>
438
439 When this object is applied an instance of <archetype> will be created.
440
441 =item subtypes <potion subtype>
442
443 see include/spells.h for possible potion subtypes, there are currently 4:
444
445 =over 4
446
447 =item POT_SPELL
448
449 Unused, default behaiour of a potion.
450
451 =item POT_DUST
452
453 This potion can be thrown to cast the spell that it has in it's inventory,
454 the behaviour is not defined if there is not a spell in the inventory and the
455 server will log an error.
456
457 =item POT_FIGURINE
458
459 Unused, default behaiour of a potion.
460
461 =item POT_BALM
462
463 Unused, default behaiour of a potion.
464
465 =back
466
467 =back
468
469 =head3 FOOD - type 6 - Eatable stuff
470
471 This is for objects that are representing general eatables like
472 beef or bread.
473
474 The main difference between FOOD, FLESH and DRINK is that they
475 give different messages.
476
477 The specialty of FLESH is that it inherits the resistancies of the
478 monsters it was generated in and will let dragons raise their resistancies
479 with that. If the monster has the POISON attacktype the FLESH
480 will change into POISON.
481
482 If a player runs low on food he will grab for FOOD, DRINK and POISON
483 and if he doesn't find any of that he will start eating FLESH.
484
485 =over 4
486
487 =item title <string>
488
489 If the food has a title or is cursed it is considered 'special', which means that the
490 fields Str, Dex, Con, Int, Wis, Pow, resist_<resistancy>, hp and sp
491 are interpreted and have further effects on the player.
492
493 The higher the food field is the longer the improvement of the player lasts
494 (except for hp and sp).
495
496 =item food <number>
497
498 This is the amount of food points the player gets when he eats this.
499
500 =item on_use_yield <archetype>
501
502 When this object is applied an instance of <archetype> will be created.
503
504 =back
505
506 =head3 POISON - type 7 - Poisonous stuff
507
508 This type is for objects that can poison the player when drinking.
509 When applied it will hit the attacked with AT_POISON and will create
510 a POISONING object in the one who was hit.
511
512 =over 4
513
514 =item level <number>
515
516 This field affects the propability of poisoning. The higher the level difference
517 between the one who is hit and the poision the mose propable it is the attacked
518 one will be poisoned.
519
520 =item slaying <race>
521
522 On poison this field has the usual meaning of 'slaying', when the
523 ones race matches the slaying field the damage done by the poison
524 is multiplied by 3.
525
526 =item hp <number>
527
528 This is the amount of damage the player will receive from applying this. The
529 attacktype AT_POISON will be used to hit the player and the damage will
530 determine the strenght, duration and depletion of stats of the poisoning. The
531 created POISONING object which is being placed in the one who was attacked will
532 get the damage from this field (which is maybe adjusted by slaying or the
533 resistancies).
534
535 =item food <number>
536
537 1/4 of <number> will be drained from the players food.
538
539 =item on_use_yield <archetype>
540
541 When this object is applied an instance of <archetype> will be created.
542
543 =back
544
545 =head3 BOOK - type 8 - Readable books
546
547 This type is basically for representing text books in the game.
548
549 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
550
551 =over 4
552
553 =item msg <text>
554
555 This is the contents of the book. When this field is unset
556 at treasure generation a random text will be inserted.
557
558 =item skill <skill name>
559
560 The skill required to read this book. (The most resonable
561 skill would be literacy).
562
563 =item exp <number>
564
565 The experience points the player get for reading this book.
566
567 =item subtype <readable subtype>
568
569 This field determines the type of the readable.
570 Please see common/readable.C in the readable_message_types table.
571
572 =back
573
574 =head3 CLOCK - type 9 - Clocks
575
576 This type of objects just display the time when being applied.
577
578 =head3 LIGHTNING - type 12 - Lightnings (DEPRECATED, see SPELL_EFFECT subtype SP_BOLT)
579
580 This is a spell effect of a moving bolt. It moves straigt forward
581 through the map until something blocks it.
582 If FLAG_REFLECTING is set it even reflects on walls.
583
584 FLAG_IS_TURNABLE should be set on these objects.
585
586 =over 4
587
588 =item move_type <movetype>
589
590 This field affects the move type with which the lightning moves through
591 the map and which map cells will reflect or block it.
592
593 =item attacktype <attacktype>
594
595 The attacktype with which it hits the objects on the map.
596
597 =item dam <number>
598
599 The damage this bolt inflicts when it hits objects on the map.
600
601 =item Dex <number>
602
603 This is the fork percentage, it is reduced by 10 per fork.
604 And the damage is halved on each fork.
605
606 =item Con <number>
607
608 This value is a percentage of which the forking lightning
609 is deflected to the left. This value should be mostly used internally.
610
611 =item duration <number>
612
613 The duration the bolt stays on a map cell. This field is decreased each time
614 the object is processed (see the meaning of speed and speed_left fields in
615 the object general description).
616
617 =item range <number>
618
619 This is the range of the bolt, each space it advances this field is decreased.
620
621 =back
622
623 =head3 ARROW - type 13 - Arrows
624
625 This is the type for objects that represent projectiles like arrows.
626 The movement of THROWN_OBJs behave similar to this type.
627
628 Flying arrows are stopped either when they hit something blocking
629 (move_block) or something which is alive.
630 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
631 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
632 damage with a small chance which is affected by the 'level' field of the arrow.
633
634 If FLAG_REFLECTING is set on the arrow it will bounce off everything
635 that is not alive and blocks it's movement.
636
637 When an arrow is being shot it's dam, wc, attacktype, slaying fields will
638 be saved in the sp, hp, grace and spellarg fields of the object, to restore them
639 once the arrow has been stopped.
640
641 =over 4
642
643 =item dam <number>
644
645 The amount of damage that is being done to the victim that gets hit.
646 This field is recomputed when the arrow is fired and will consist
647 of the sum of a damage bonus (see description of the BOW type),
648 the arrows 'dam' field, the bows 'dam' field, the bows 'magic' field
649 and the arrows magic field.
650
651 =item wc <number>
652
653 The weaponclass of the arrow, which has effect on the propability of hitting.
654
655 It is recomputed when the arrow is being fired by this formula:
656
657 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
658 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
659
660 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
661 level is not added.
662
663 The wc_mod is dependend on the fire mode of the bow. For a more detailed
664 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
665
666 =item magic <number>
667
668 This field is added to the damage of the arrow when it is shot and
669 will also improve it's speed by 1/5 of it's value.
670
671 =item attacktype <attacktype>
672
673 Bitfield which decides the attacktype of the damage, see include/attackinc.h
674 On fireing the attacktype of the bow is added to the arrows attacktype.
675
676 =item level <number> (interally used)
677
678 The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
679 see above in the ARROW description.
680
681 The level is set when the arrow is fired to either the skill level or the
682 shooters level.
683
684 =item speed <number> (internal)
685
686 This field shouldn't be set directly in the archetype, the arrow will get it's
687 speed from the bow. This fields value has to be atleast 0.5 or otherwise the
688 arrow will be stopped immediatly.
689
690 On fireing the speed of the arrow is computed of 1/5 of the
691 sum of the damage bonus (see BOW), bow magic and arrow magic. After that 1/7
692 of the bows 'dam' field is added to the speed of the arrow.
693
694 The minimum speed of an arrow is 1.0.
695
696 While flying the arrows speed is decreased by 0.05 each time it's moved.
697
698 If the speed is above 10.0 it goes straight through the creature it hits and
699 it's speed is reduced by 1. If the speed is lower or equal 10.0 the arrow is
700 stopped and either sticked into the victim (see weight field description) or
701 put on it's map square (if it didn't break, see description of the food field).
702
703 =item weight <number>
704
705 This field is the weight of the arrow, if the weight is below or equal 5000 (5 kg)
706 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
707
708 =item food <number>
709
710 The breaking percentage. 100% means: breaks on usage for sure.
711
712 =item inventory (internal)
713
714 If the flying/moving object has something in it's inventory and it stops, it
715 will be replaced with it's inventory. Otherwise it will be handled as usual,
716 which means: it will be calculated whether the arrow breaks and it will be
717 reset for reuse.
718
719 =item slaying <string>
720
721 When the bow that fires this arrow has it's slaying field set it is copied
722 to the arrows slaying field. Otherwise the arrows slaying field remains.
723
724 =item move_type <movetype> (internally used)
725
726 This field is set when the arrow is shot to MOVE_FLY_LOW.
727
728 =item move_on <movetype> (internally used)
729
730 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
731
732 =item race <string>
733
734 The race field is a unique key that assigns arrows, bows and quivers. When
735 shooting an arrow the bows race is used to search for arrows (which have the
736 same race as the bow) in the players inventory and will recursively search in
737 the containers (which are applied and have the same race as the bow and the arrow).
738
739 =back
740
741 =head3 BOW - type 14 - Bows, those that fire ARROWs
742
743 TODO, but take into account ARROW description above
744
745 =head3 WEAPON - type 15 - Weapons
746
747 This type is for general hack and slash weapons like swords, maces
748 and daggers and and ....
749
750 =over 4
751
752 =item weapontype <type id>
753
754 decides what attackmessages are generated, see include/define.h
755
756 =item attacktype <bitmask>
757
758 bitfield which decides the attacktype of the damage, see include/attackinc.h
759
760 =item dam <number>
761
762 amount of damage being done with the attacktype
763
764 =item item_power <level>
765
766 the itempower of this weapon.
767
768 =item name
769
770 the name of the weapon.
771
772 =item level (internal)
773
774 The improvement state of the weapon.
775 If this field is greater than 0 the 'name' field starts with the
776 characters name who improved this weapon.
777
778 =item last_eat (internal)
779
780 seems to be the amount of improvements of a weapon,
781 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
782
783 ((who->level / 5) + 5) >= op->last_eat
784
785 =item last_sp
786
787 the weapon speed (see magic description)
788
789 =item food <number>
790
791 addition to food regeneration of the player
792
793 =item hp <number>
794
795 addition to health regeneration
796
797 =item sp <number>
798
799 addition to mana regeneration
800
801 =item grace <number>
802
803 addititon to grace regeneration
804
805 =item gen_sp_armour <number>
806
807 the players gen_sp_armour field (which is per default 10) is added the <number> amount.
808 gen_sp_armour seems to be a factor with which gen_sp in do_some_living()
809 is multiplied: gen_sp *= 10/<number>
810 meaning: values > 10 of gen_sp_armour limits the amout of regenerated
811 spellpoints.
812
813 generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
814 sp regeneration.
815
816 =item body_<body slot/part>
817
818 the part of the body you need to use this weapon, possible values should be
819 looked up in common/item.C at body_locations.
820
821 =item resist_<resistnacy> <number>
822
823 this is the factor with which the difference of the players resistancy and 100%
824 is multiplied, something like this:
825
826 additional_resistancy = (100 - current_resistanct) * (<number>/100)
827
828 if <number> is negative it is added to the total vulnerabilities,
829 and later the total resistance is decided by:
830
831 'total resistance = total protections - total vulnerabilities'
832
833 see also common/living.C:fix_player
834
835 =item patch_(attuned|repelled|denied)
836
837 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
838 for the pathes.
839
840 =item luck <number>
841
842 this luck is added to the players luck
843
844 =item move_type
845
846 if the weapon has a move_type set the player inherits it's move_type
847
848 =item exp <number>
849
850 the added_speed and bonus_speed of the player is raised by <number>/3.
851 if <number> < 0 then the added_speed is decreased by <number>
852
853 =item weight
854
855 the weight of the weapon
856
857 =item magic
858
859 the magic field affects the amounts of the following fields:
860
861 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
862
863 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
864
865 - dam: the players dam is adjusted by: player->dam += (dam + magic)
866
867 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
868 (minium is 0)
869
870 =item ac <number>
871
872 the amount of ac points the player's ac is decreased when applying this object.
873
874 =item wc <number>
875
876 the amount of wc points the player's wc is decreased when applying this object.
877
878 =back
879
880 =head4 Player inherits following flags from weapons:
881
882 FLAG_LIFESAVE
883 FLAG_REFL_SPELL
884 FLAG_REFL_MISSILE
885 FLAG_STEALTH
886 FLAG_XRAYS
887 FLAG_BLIND
888 FLAG_SEE_IN_DARK
889 FLAG_UNDEAD
890
891 =head3 GRIMREAPER - type 28 - Grimreapers
892
893 These type are mostly used for monsters, they give the
894 monster the ability to dissapear after 10 hits with AT_DRAIN.
895
896 =over 4
897
898 =item value <number>
899
900 This field stores the hits the monster did yet.
901
902 =back
903
904 =head3 CREATOR - type 42 - Object creators
905
906 Once a creator is activated by a connection it creates a number of objects
907 (cloned from it's inventory or a new object derived from the archetype
908 named in the other_arch slot).
909
910 If FLAG_LIVESAFE is set the number of uses is unlimited.
911
912 =over 4
913
914 =item hp <number>
915
916 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
917 be used.
918
919 =item speed <number>
920
921 If speed is set the creator will create an object periodically,
922 see speed and speed_left fields in general object field description
923 for more details on how this period works.
924
925 =item slaying <string>
926
927 If set the generated object's name and
928 title will be set to this.
929
930 =item other_arch <string>
931
932 If the inventory of the creator is empty new objects
933 will be derived from the archetype named by <string>.
934
935 =item connected <number>
936
937 See generic object field section.
938
939 =back
940
941 =head3 DRINK - type 54 - Drinkable stuff
942
943 See FOOD description.
944
945 =head3 CHECK_INV - type 64 - Inventory checkers
946
947 This object checks whether the player has a specific item in his
948 inventory when he moves above the inventory checker. If the player has
949 the item (or not, which can be controlled with a flag) a connection will be triggered.
950
951 If you set move_block you can deny players and monsters to reach the space where
952 the inventory checker is on, see 'move_block' description below.
953
954 The conditions specified by hp, slaying and race are concationated with OR.
955 So matching one of those conditions is enough.
956
957 =over 4
958
959 =item move_block <move type bitmask>
960
961 If you set this field to block a movetype the move code will block any moves
962 onto the space with the inventory checker, IF the moving object doesn't have
963 (or has - if last_sp = 0) the item that the checker is searching for.
964
965 =item last_sp (0|1)
966
967 If last_sp is 1 'having' the item that is being checked for will
968 activate the connection or make the space with the checker non-blocking.
969 If last_sp is 0 'not having' the item will activate the connection
970 or make the space with the checker non-blocking.
971
972 =item last_heal (0|1)
973
974 If last_heal is 1 the matching item will be removed if the inventory checker
975 activates a connection and finds the item in the inventory.
976
977 (A inventory checker that blocks a space won't remove anything from inventories)
978
979 =item hp <number>
980
981 If this field is not 0 the inventory checker will search for an object
982 with the type id <number>.
983
984 =item slaying <string>
985
986 If this field is set the inventory checker will search for an object that
987 has the same string in the slaying field (for example a key string of a key).
988
989 =item race <string>
990
991 If this field is set the inventory checker will search for an object which
992 has the archetype name that matches <string>.
993
994 =item connected <connection id>
995
996 This is the connection that will be activated. The connection is
997 'pushed' when someone enters the space with the inventory checker,
998 and it is 'released' when he leaves it.
999
1000 See also the description of the connected field in the generic object field
1001 section.
1002
1003 =back
1004
1005 =head3 FLESH - type 72 - Organs and body parts
1006
1007 See FOOD description.
1008
1009 =head3 MISC_OBJECT - type 79 - Misc. objects
1010
1011 A type for any object that has no special behaviour.
1012
1013 =head3 LAMP - type 82 - A lamp
1014
1015 This object makes light.
1016
1017 =head3 DUPLICATOR - type 83 - Duplicators or: Multiplicators
1018
1019 This type of objects multiplies objects that are above it when it is activated.
1020 You can even multiply by 0, which will destroy the object.
1021
1022 =over 4
1023
1024 =item level <number>
1025
1026 The multiplicator, if set to 0 or lower it will destroy the objects above it.
1027
1028 =item other_arch <string>
1029
1030 The archetype name of the objects that should be multiplied.
1031
1032 =item connected <number>
1033
1034 See generic object field section.
1035
1036 =back
1037
1038 =head3 HOLE - type 94 - Holes
1039
1040 Holes are holes in the ground where objects can fall through. When the hole
1041 opens and/or is completly open all objects above it fall through (more
1042 precisely: if their head is above the hole).
1043
1044 When the HOLE is activated it's speed is set to 0.5.
1045
1046 Trapdoors can only transfer the one who falls through to other coordinates
1047 on the B<same> map.
1048
1049 =over 4
1050
1051 =item maxsp (0|1)
1052
1053 This field negates the state of the connection: When maxsp is 1 the pit will
1054 open/close when the connection is deactivated. Otherwise it will open/close
1055 when the connection is activated. This field only has effect when the
1056 connection is triggered. So if you put a closed hole on a map, and the
1057 connection is deactivated, and maxsp is 1 the hole will remain closed until the
1058 connection was triggered once.
1059
1060 =item connected <connection id>
1061
1062 This is the connection id, which lets the hole opening or closing when
1063 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1064 at which connection state the object is activated.
1065
1066 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1067 the connection is released.
1068
1069 =item wc <number> (internal)
1070
1071 This is an internal flag. If it is greater than 0 it means that the hole is not
1072 yet fully open. More preciesly: this field is the animation-step and if it is
1073 set to the 'closed' step of the animation the hole is closed and if it is on
1074 the 'open' animation step (wc = 0), the hole is open.
1075
1076 =item sp <number>
1077
1078 The destination y coordinates on the same map.
1079
1080 =item hp <number>
1081
1082 The destination x coordinates on the same map.
1083
1084 =back
1085
1086 =head3 POISONING - type 105 - The poisoning of players and monsters
1087
1088 This type is doing the actual damage to the ones who were attacked
1089 via AT_POISON (or drank POISON).
1090
1091 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1092 there for details).
1093
1094 =over 4
1095
1096 =item dam <number>
1097
1098 Each time the poisoning is processed (which is determined by the speed and speed_left
1099 fields, see the general object fields above) it hits the player with
1100 <number> damage and the AT_INTERNAL attacktype (means: it will simply
1101 hit the player with no strings attached).
1102
1103 =item food <number>
1104
1105 Just a note: The posion is removed when food == 1 and not when
1106 the whole duration is up, because the POISONING code has to remove
1107 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1108 deletes the POISONING object.
1109
1110 =back
1111
1112 =head3 FORCE - type 114 - Forces
1113
1114 Forces are a very 'thin' type. They don't have much behaviour other than
1115 disappearing after a time and/or affecting the player if they are in his
1116 inventory.
1117
1118 Forces only take effect on the player if they have set FLAG_APPLIED.
1119
1120 Whether the duration field is processed or not a tick is controlled via the
1121 speed and speed_left field. Look above in the generic object field description.
1122
1123 NOTE: Setting FLAG_IS_USED_UP on an force will also consider the 'food' field
1124 like stated above in the FLAG_IS_USED_UP description. BUT: If the food field reaches
1125 0 before duration and FLAG_APPLIED is set, the force will last for 'duration'.
1126 If the FLAG_APPLIED is not set the force is removed when food reaches 0.
1127 Generally this means: FLAG_IS_USED_UP doesn't have good semantics on forces.
1128
1129 =over 4
1130
1131 =item duration
1132
1133 While this field is greater than 0 the force/object is not destroyed. It is
1134 decreased each tick by 1.
1135
1136 If it reaches 0 the force/object is destroyed.
1137
1138 This field can have this meaning for B<any> object if that object has
1139 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1140 what happens then.
1141
1142 =back
1143
1144 =head3 POTION_EFFECT - type 115 - Potion effects (resistancies)
1145
1146 This object is generated by the POTION code when the potion is a resistance
1147 giving potion. It has mainly the same behaviour as a FORCE.
1148
1149 The specialty of the potion effect is that the resistancy it gives is absolute,
1150 so if you drin a resistancy potion of fire+60 you will get 60% resistancy to
1151 fire.
1152
1153 Multiple potion effects only give you the maximum of their resistancy.