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Revision: 1.16
Committed: Wed Dec 20 21:30:42 2006 UTC (17 years, 5 months ago) by elmex
Branch: MAIN
Changes since 1.15: +286 -283 lines
Log Message:
added markup for typenames and field names.

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 this: I<fieldname>
19
20 Type names will be displayed like this: B<TYPENAME>
21
22 Flag names will be displayer like this: FLAG_NAME
23
24 =head2 About archetypes and objects
25
26 Archetypes are 'templates' of objects. If an object is derived
27 from an archetype the object fields will be set to the corresponding
28 fields in the archetype.
29
30 When a map is instanciated (loaded), the 'object' description on the
31 map are considered patches of the archetype.
32
33 This document does explain the behaviour of the objects and the meaning of
34 their fields in the server engine, which are derived from archetypes.
35
36 This is an example of an archetype:
37
38 Object button_trigger
39 name button
40 type 30
41 face button_sma.111
42 anim
43 button_sma.111
44 button_sma.112
45 mina
46 is_animated 0
47 exp 30
48 no_pick 1
49 walk_on 1
50 walk_off 1
51 editable 48
52 visibility 50
53 weight 1
54 end
55
56 The first B<field> is I<name>: 'button_trigger', which basically means that
57 instances (objects) that are created/derived from this archetype have the
58 name 'button' (which means that the field I<name> of the object will be set
59 to the same value as the archetypes field I<name>).
60
61 The next field I<type> decides the behaviour of objects derived from this archetype.
62 For a comprehensive list of types see include/define.h. For this case
63 you might find a line like:
64
65 #define TRIGGER_BUTTON        30
66
67 The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
68 For more information on this look in the Flags subsection in the next section
69
70 The following documentation will also document the meaning of internal used
71 fields of objects. These fields are marked as (internal) and can't
72 or shouldn't be set by an archetype.
73
74 =head2 Description of (mostly) generic object fields
75
76 These are the fields that most of the objects have and/or their
77 default behaviour.
78
79 =over 4
80
81 =item I<name> <string>
82
83 The name of the object.
84
85 =item I<name_pl> <string>
86
87 The name of a collection of these objects (the plural of the name).
88
89 =item I<face> <facename>
90
91 The graphical appearance of this object.
92
93 =item I<x> <number>
94
95 The x position of the object when it is on a map.
96
97 =item I<y> <number>
98
99 The y position of the object when it is on a map.
100
101 =item I<map> (internal)
102
103 The map the object is on.
104
105 =item I<invisible> <number>
106
107 If the <number> is greater than 0 the object is invisible.
108 For players this field reflects the duration of the invisibility
109 and is decreased every tick by 1.
110
111 For non-player objects this field is not changed by server ticks.
112
113 =item I<speed> <number>
114
115 If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
116 on the active object list and will be processed each tick (see also speed_left!).
117
118 If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
119 from the active object list and it won't experience any processing per tick.
120
121 =item I<speed_left> <number>
122
123 If this field is greater than 0 and the object is on the
124 active list (mostly means it's speed is also greater than 0):
125
126 - speed_left is decreased by 1
127 - and this object is processed and experiences a server tick.
128
129 If the object is on the active list and I<speed_left> is lower or
130 equal to 0 the absolute value of the I<speed> is added to I<speed_left>
131 on the end of the tick.
132
133 This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
134 the more seldom the object is processed. And the higher I<speed> is
135 the more often the object is processed.
136
137 =item I<connected> <number>
138
139 When this field is set the object will be linked to a connection with the
140 id <number>. What happens when the connection is 'activated' depends on the
141 type of the object.
142
143 FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
144 when to activate the object, see description of these below for further details.
145
146 =item I<no_drop> (0|1)
147
148 Sets the flag FLAG_NO_DROP.
149 See Flags section below.
150
151 =item I<applied> (0|1)
152
153 Sets the flag FLAG_APPLIED.
154 See Flags section below.
155
156 =item I<is_used_up> (0|1)
157
158 Sets the flag FLAG_IS_USED_UP.
159 See Flags section below.
160
161 =item I<changing> (0|1)
162
163 Sets the flag FLAG_CHANGING.
164 See Flags section below.
165
166 =item I<auto_apply> (0|1)
167
168 Sets the flag FLAG_AUTO_APPLY.
169 See Flags section below.
170
171 =item I<no_steal> (0|1)
172
173 Sets the flag FLAG_NO_STEAL.
174 See Flags section below.
175
176 =item I<reflecting> (0|1)
177
178 Sets the flag FLAG_REFLECTING.
179 See Flags section below.
180
181 =item I<reflect_spell> (0|1)
182
183 Sets the flag FLAG_REFL_SPELL.
184 See Flags section below.
185
186 =item I<no_skill_ident> (0|1)
187
188 Sets the flag FLAG_NO_SKILL_IDENT.
189 See Flags section below.
190
191 =item I<activate_on_push> (0|1) (default: 1)
192
193 Sets the flag FLAG_ACTIVATE_ON_PUSH.
194 See Flags section below.
195
196 =item I<activate_on_release> (0|1) (default: 1)
197
198 Sets the flag FLAG_ACTIVATE_ON_RELEASE.
199 See Flags section below.
200
201 =item I<editable> (more than deprecated)
202
203 This field had a special meaning for crossedit, which used parts
204 of the server code for editing. Wherever you see this field being
205 set in an archetype ignore it and/or remove it. No code interprets this
206 field anymore.
207
208 =back
209
210 =head3 Flags
211
212 Here are the effects of the flags described.
213
214 =over 4
215
216 =item FLAG_NO_DROP
217
218 An object can't be picked up and dropped.
219
220 =item FLAG_APPLIED
221
222 This flag mostly states whether this object has been 'applied' by the player.
223 For objects that are applied by the code or have this flag set in the archetype
224 it mostly means 'this object is active'.
225
226 For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
227 of flags from objects in his inventory is toggled by this flag.
228
229 =item FLAG_IS_USED_UP
230
231 This flag controls whether an object is 'used up'. If it is set I<food>
232 is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
233
234 If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
235 this object is removed or not, see the B<FORCE> type below for the meaning
236 of the duration field in this context.
237
238 If FLAG_APPLIED is not set the object is destroyed.
239
240 =item FLAG_CHANGING
241
242 If the I<state> field of the object is 0 the object will be processed periodically
243 (if speed is set). If the I<state> field is 1 it won't be processed.
244
245 =item FLAG_IS_A_TEMPLATE (internal use)
246
247 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
248 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
249
250 =item FLAG_AUTO_APPLY
251
252 This flag has currently only meaning for the B<TREASURE> type, see below.
253
254 =item FLAG_ACTIVATE_ON_PUSH
255
256 This flag has only meaning for objects that can be linked together
257 by the I<connected> field and controls wether the object should
258 be activated when the connection is 'pushed' or it is 'released'.
259
260 What 'pushed' and 'released' means depends on the object that
261 activates the connection.
262
263 This flag is by default on.
264
265 =item FLAG_ACTIVATE_ON_RELEASE
266
267 This flag has only meaning for objects that can be linked together
268 by the I<connected> field and controls wether the object should
269 be activated when the connection is 'pushed' or it is 'released'.
270
271 What 'pushed' and 'released' means depends on the object that
272 activates the connection.
273
274 This flag is by default on.
275
276 =item FLAG_NO_STEAL
277
278 When this flag is set this object can't be stolen. The flag will be
279 resetted once the object is placed on a map.
280
281 When this flag is set on a monster it can defent attempts of stealing
282 (but in this context the flag is only used internally).
283
284 =item FLAG_NO_SKILL_IDENT
285
286 This flag is mostly used internal and prevents unidentified objects
287 (objects which don't have FLAG_IDENTIFIED set) being identified
288 multiple times by skills.
289
290 This flag is used to mark objects which were unsuccessfully identified by a
291 players skill. So that multiple tries of identifying aren't more effective than
292 one.
293
294 =item FLAG_REFLECTING
295
296 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
297 to indicate whether this object reflects off walls.
298
299 =item FLAG_REFL_SPELL
300
301 This flag indicates whether something reflects spells, like spell reflecting
302 amuletts.
303
304 =back
305
306 =head2 Description of type specific fields and behaviour
307
308 The beginning of the headers of the following subsection
309 are the server internal names for the objects types, see include/define.h.
310
311 =head3 B<TRANSPORT> - type 2 - Player transports
312
313 This type is implemented by the transport extension and has currently no special
314 fields that affect it.
315
316 =head3 B<ROD> - type 3 - Rods that fire spells
317
318 Rods contain spells and can be fired by a player.
319
320 =over 4
321
322 =item I<level> <number>
323
324 This field is used for calculating the spell level that can be fired
325 with this rod, it's also the maximum level of the spell that can be fired.
326 The level of the spell that is being fired depends mostly on
327 the 'use magic item' skill level of the player and 1/10 of the level of the
328 rod is added as bonus.
329
330 =item I<hp> <number>
331
332 The amount of spellpoints this rod has left.
333
334 =item I<maxhp> <number>
335
336 The maximum amount of spellpoints this rod has.
337
338 =item I<skill> <skill name>
339
340 This field determines which skill you need to apply this object.
341
342 =back
343
344 =head3 B<TREASURE> - type 4 - Treasures
345
346 This type of objects are for random treasure generation in maps.
347 If this object is applied by a player it will replace itself with it's
348 inventory. If it is automatically applied
349 generate a treasure and replace itself with the generated treasure.
350
351 Chests are also of this type, their treasures are generated by
352 the auto apply code on map instantiation.
353
354 =over 4
355
356 =item I<hp> <number>
357
358 The number of treasures to generate.
359
360 =item I<exp> <level>
361
362 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
363 and the difficulty for the treasurecode only depends on the maps difficulty,
364 otherwise the exp field has the following meaning:
365
366 If this field is not 0 it is passed as the difficulty
367 to the treasure generation code to determine how good, how much
368 worth a treasure is or what bonuses it is given by the treasure code.
369
370 If this field is not set or 0 the difficulty of the map is passed to the treasure
371 generation code.
372
373 =item I<randomitems> <treasurelist>
374
375 The treasurelist to use to generate the treasure which is put in the
376 treasure objects inventory.
377
378 =back
379
380 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
381
382 These objects contain a spell and will emit it on apply, which most
383 of the time has the meaning of 'drinking'.
384
385 If no resistancy field, stat field or attacktype is set and no spell
386 is put in the potion by the sp field or the randomitems the
387 potion will become an artifact and the artifact code decides which kind
388 of potion will be generated.
389
390 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
391 will yield an explosion and hurt the player.
392
393 =over 4
394
395 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
396
397 These stat fields determine how many stat points the player gets
398 when he applies this potion.
399
400 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
401
402 =item I<sp> <number>
403
404 If this field is set and the randomitems field is not set
405 the field is interpreted as spell number, please look the right
406 number up in common/loader.C.
407
408 If this field is set the randomitems field will be unset by the
409 map loading code.
410
411 =item I<attacktype> <attacktype>
412
413 This field has some special meaning in potions, currently the
414 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
415 restoration potion or improvement potion.
416 See include/attackinc.h for the bits of these types.
417
418 If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
419 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
420 set the player will be drained a random stat by inserting an ARCH_DEPLETION
421 into him.
422
423 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
424 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
425
426 =item I<resist_RESISTANCY> <number>
427
428 If this stat is set and no spell is in the potion the potion
429 will create a force that give the player this specific resistancy.
430 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
431 and the potion will last 10 times longer than the default force archetype
432 FORCE_NAME (at the moment of this writing spell/force.arc).
433
434 =item I<randomitems> <treasurelist>
435
436 The inventory/spell of the potion will be created by calling the treasure code
437 with the treasurelist specified here. (I guess it's highly undefined what
438 happens if there is not a spell in the potions inventory).
439
440 =item I<on_use_yield> <archetype>
441
442 When this object is applied an instance of <archetype> will be created.
443
444 =item I<subtypes> <potion subtype>
445
446 see include/spells.h for possible potion subtypes, there are currently 4:
447
448 =over 4
449
450 =item POT_SPELL
451
452 Unused, default behaiour of a potion.
453
454 =item POT_DUST
455
456 This potion can be thrown to cast the spell that it has in it's inventory,
457 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
458 server will log an error.
459
460 =item POT_FIGURINE
461
462 Unused, default behaiour of a potion.
463
464 =item POT_BALM
465
466 Unused, default behaiour of a potion.
467
468 =back
469
470 =back
471
472 =head3 B<FOOD> - type 6 - Eatable stuff
473
474 This is for objects that are representing general eatables like
475 beef or bread.
476
477 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
478 give different messages.
479
480 The specialty of B<FLESH> is that it inherits the resistancies of the
481 monsters it was generated in and will let dragons raise their resistancies
482 with that. If the monster has the B<POISON> attacktype the B<FLESH>
483 will change into B<POISON>.
484
485 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
486 and if he doesn't find any of that he will start eating B<FLESH>.
487
488 =over 4
489
490 =item I<title> <string>
491
492 If the food has B<title> set or is cursed it is considered 'special', which
493 means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
494 I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
495 on the player.
496
497 The higher the I<food> field is the longer the improvement of the player lasts
498 (except for I<hp> and I<sp>).
499
500 =item I<food> <number>
501
502 This is the amount of food points the player gets when he eats this.
503
504 =item I<on_use_yield> <archetype>
505
506 When this object is applied an instance of <archetype> will be created.
507
508 =back
509
510 =head3 B<POISON> - type 7 - Poisonous stuff
511
512 This type is for objects that can poison the player when he drinks/applies it.
513 When applied it will hit the attacked with AT_POISON and will create
514 a B<POISONING> object in the one who was hit.
515
516 =over 4
517
518 =item I<level> <number>
519
520 This field affects the propability of poisoning. The higher the level difference
521 between the one who is hit and the poision the more propable it is the attacked
522 one will be poisoned.
523
524 =item I<slaying> <race>
525
526 This field has the usual meaning of 'slaying', when the
527 poisoned's race matches the I<slaying> field the damage done by the poison
528 is multiplied by 3.
529
530 =item I<hp> <number>
531
532 This is the amount of damage the player will receive from applying this. The
533 attacktype AT_POISON will be used to hit the player and the damage will
534 determine the strenght, duration and depletion of stats of the poisoning. The
535 created B<POISONING> object which is being placed in the one who was attacked will
536 get the damage from this field (which is maybe adjusted by slaying or the
537 resistancies).
538
539 =item I<food> <number>
540
541 1/4 of <number> will be drained from the players I<food>.
542
543 =item I<on_use_yield> <archetype>
544
545 When this object is applied an instance of <archetype> will be created.
546
547 =back
548
549 =head3 B<BOOK> - type 8 - Readable books
550
551 This type is basically for representing text books in the game.
552
553 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
554
555 =over 4
556
557 =item I<msg> <text>
558
559 This is the contents of the book. When this field is unset
560 at treasure generation a random text will be inserted.
561
562 =item I<skill> <skill name>
563
564 The skill required to read this book. (The most resonable
565 skill would be literacy).
566
567 =item I<exp> <number>
568
569 The experience points the player get for reading this book.
570
571 =item I<subtype> <readable subtype>
572
573 This field determines the type of the readable.
574 Please see common/readable.C in the readable_message_types table.
575
576 =back
577
578 =head3 B<CLOCK> - type 9 - Clocks
579
580 This type of objects just display the time when being applied.
581
582 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
583
584 This is a spell effect of a moving bolt. It moves straigt forward
585 through the map until something blocks it.
586 If FLAG_REFLECTING is set it even reflects on walls.
587
588 FLAG_IS_TURNABLE should be set on these objects.
589
590 =over 4
591
592 =item I<move_type> <movetype>
593
594 This field affects the move type with which the lightning moves through
595 the map and which map cells will reflect or block it.
596
597 =item I<attacktype> <attacktype>
598
599 The attacktype with which it hits the objects on the map.
600
601 =item I<dam> <number>
602
603 The damage this bolt inflicts when it hits objects on the map.
604
605 =item I<Dex> <number>
606
607 This is the fork percentage, it is reduced by 10 per fork.
608 And the I<dam> field is halved on each fork.
609
610 =item I<Con> (internal)
611
612 This value is a percentage of which the forking lightning
613 is deflected to the left. This value should be mostly used internally.
614
615 =item I<duration> <number>
616
617 The duration the bolt stays on a map cell. This field is decreased each time
618 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
619 the generic object field description).
620
621 =item I<range> <number>
622
623 This is the range of the bolt, each space it advances this field is decreased.
624
625 =back
626
627 =head3 B<ARROW> - type 13 - Arrows
628
629 This is the type for objects that represent projectiles like arrows.
630 The movement of B<THROWN_OBJ>s behave similar to this type.
631
632 Flying arrows are stopped either when they hit something blocking
633 (I<move_block>) or something which is alive.
634 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
635 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
636 damage with a small chance which is affected by the I<level> field of the arrow.
637
638 If FLAG_REFLECTING is set on the arrow it will bounce off everything
639 that is not alive and blocks it's movement.
640
641 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
642 fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
643 the object, to restore them once the arrow has been stopped.
644
645 =over 4
646
647 =item I<dam> <number>
648
649 The amount of damage that is being done to the victim that gets hit.
650 This field is recomputed when the arrow is fired and will consist
651 of the sum of a damage bonus (see description of the B<BOW> type),
652 the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
653 and the arrows I<magic> field.
654
655 =item I<wc> <number>
656
657 The weapon class of the arrow, which has effect on the propability of hitting.
658
659 It is recomputed when the arrow is being fired by this formula:
660
661 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
662 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
663
664 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
665 level is not added.
666
667 wc_mod is dependend on the fire mode of the bow. For a more detailed
668 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
669
670 =item I<magic> <number>
671
672 This field is added to the damage of the arrow when it is shot and
673 will also improve it's I<speed> by 1/5 of it's value.
674
675 =item I<attacktype> <attacktype>
676
677 Bitfield which decides the attacktype of the damage, see include/attackinc.h
678 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
679
680 =item I<level> <number> (interally used)
681
682 The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
683 see above in the B<ARROW> description.
684
685 The I<level> is set when the arrow is fired to either the skill level or the
686 shooters level.
687
688 =item I<speed> <number> (internal)
689
690 This field shouldn't be set directly in the archetype, the arrow will get it's
691 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
692 arrow will be stopped immediatly.
693
694 On fireing the I<speed> of the arrow is computed of 1/5 of the
695 sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
696 of the bows I<dam> field is added to the I<speed> of the arrow.
697
698 The minimum I<speed> of an arrow is 1.0.
699
700 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
701
702 If the I<speed> is above 10.0 it goes straight through the creature it hits and
703 it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
704 stopped and either sticked into the victim (see I<weight> field description) or
705 put on it's map square (if it didn't break, see description of the I<food> field).
706
707 =item I<weight> <number>
708
709 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
710 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
711
712 =item I<food> <number>
713
714 The breaking percentage. 100 (%) means: breaks on usage for sure.
715
716 =item I<inventory> (internal)
717
718 If the flying/moving object has something in it's inventory and it stops, it
719 will be replaced with it's inventory. Otherwise it will be handled as usual,
720 which means: it will be calculated whether the arrow breaks and it will be
721 reset for reuse.
722
723 =item I<slaying> <string>
724
725 When the bow that fires this arrow has it's I<slaying> field set it is copied
726 to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
727
728 =item I<move_type> <movetype> (internally used)
729
730 This field is set when the arrow is shot to MOVE_FLY_LOW.
731
732 =item I<move_on> <movetype> (internally used)
733
734 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
735
736 =item I<race> <string>
737
738 The I<race> field is a unique key that assigns arrows, bows and quivers. When
739 shooting an arrow the bows I<race> is used to search for arrows (which have the
740 same I<race> as the bow) in the players inventory and will recursively search in
741 the containers (which are applied and have the same I<race> as the bow and the arrow).
742
743 =back
744
745 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
746
747 TODO, but take into account B<ARROW> description above!
748
749 =head3 B<WEAPON> - type 15 - Weapons
750
751 This type is for general hack and slash weapons like swords, maces
752 and daggers and and ....
753
754 =over 4
755
756 =item I<weapontype> <type id>
757
758 decides what attackmessages are generated, see include/define.h
759
760 =item I<attacktype> <bitmask>
761
762 bitfield which decides the attacktype of the damage, see include/attackinc.h
763
764 =item I<dam> <number>
765
766 amount of damage being done with the attacktype
767
768 =item I<item_power> <level>
769
770 the itempower of this weapon.
771
772 =item I<name>
773
774 the name of the weapon.
775
776 =item I<level> (internal)
777
778 The improvement state of the weapon.
779 If this field is greater than 0 the I<name> field starts with the
780 characters name who improved this weapon.
781
782 =item I<last_eat> (internal)
783
784 This seems to be the amount of improvements of a weapon,
785 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
786
787 ((who->level / 5) + 5) >= op->last_eat
788
789 =item I<last_sp>
790
791 the weapon speed (see magic description)
792
793 =item I<food> <number>
794
795 addition to food regeneration of the player
796
797 =item I<hp> <number>
798
799 addition to health regeneration
800
801 =item I<sp> <number>
802
803 addition to mana regeneration
804
805 =item I<grace> <number>
806
807 addititon to grace regeneration
808
809 =item I<gen_sp_armour> <number>
810
811 the players I<gen_sp_armour> field (which is per default 10) is being added the
812 <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
813 do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
814 I<gen_sp_armour> limits the amout of regenerated spellpoints.
815
816 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
817 I<sp> regeneration.
818
819 =item I<body_BODYSLOT>
820
821 The part of the body you need to use this weapon, possible values should be
822 looked up in common/item.C at body_locations.
823
824 =item I<resist_RESISTNACY> <number>
825
826 this is the factor with which the difference of the players resistancy and 100%
827 is multiplied, something like this:
828
829 additional_resistancy = (100 - current_resistanct) * (<number>/100)
830
831 if <number> is negative it is added to the total vulnerabilities,
832 and later the total resistance is decided by:
833
834 'total resistance = total protections - total vulnerabilities'
835
836 see also common/living.C:fix_player
837
838 =item I<path_(attuned|repelled|denied)>
839
840 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
841 for the pathes.
842
843 =item I<luck> <number>
844
845 this luck is added to the players I<luck>
846
847 =item I<move_type>
848
849 if the weapon has a I<move_type> set the player inherits it's I<move_type>
850
851 =item I<exp> <number>
852
853 the added_speed and bonus_speed of the player is raised by <number>/3.
854 if <number> < 0 then the added_speed is decreased by <number>
855
856 =item I<weight>
857
858 the weight of the weapon
859
860 =item I<magic>
861
862 the I<magic> field affects the amounts of the following fields:
863
864 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
865
866 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
867
868 - dam: the players dam is adjusted by: player->dam += (dam + magic)
869
870 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
871 (minium is 0)
872
873 =item I<ac> <number>
874
875 the amount of ac points the player's I<ac> is decreased when applying this object.
876
877 =item I<wc> <number>
878
879 the amount of wc points the player's I<wc> is decreased when applying this object.
880
881 =back
882
883 =head4 Player inherits following flags from weapons:
884
885 FLAG_LIFESAVE
886 FLAG_REFL_SPELL
887 FLAG_REFL_MISSILE
888 FLAG_STEALTH
889 FLAG_XRAYS
890 FLAG_BLIND
891 FLAG_SEE_IN_DARK
892 FLAG_UNDEAD
893
894 =head3 B<GRIMREAPER> - type 28 - Grimreapers
895
896 These type are mostly used for monsters, they give the
897 monster the ability to dissapear after 10 hits with AT_DRAIN.
898
899 =over 4
900
901 =item I<value> <number>
902
903 This field stores the hits the monster did yet.
904
905 =back
906
907 =head3 B<CREATOR> - type 42 - Object creators
908
909 Once a creator is activated by a connection it creates a number of objects
910 (cloned from it's inventory or a new object derived from the archetype
911 named in the other_arch slot).
912
913 If FLAG_LIVESAFE is set the number of uses is unlimited.
914
915 =over 4
916
917 =item I<hp> <number>
918
919 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
920 be used.
921
922 =item I<speed> <number>
923
924 If I<speed> is set the creator will create an object periodically,
925 see I<speed> and I<speed_left> fields in the general object field description
926 for more details.
927
928 =item I<slaying> <string>
929
930 If set the generated object's name and title will be set to this.
931
932 =item I<other_arch> <string>
933
934 If the inventory of the creator is empty new objects will be derived from the
935 archetype named by <string>.
936
937 =item I<connected> <number>
938
939 See generic object field description.
940
941 =back
942
943 =head3 B<DRINK> - type 54 - Drinkable stuff
944
945 See B<FOOD> description.
946
947 =head3 B<CHECK_INV> - type 64 - Inventory checkers
948
949 This object checks whether the player has a specific item in his
950 inventory when he moves above the inventory checker. If the player has
951 the item (or not, which can be controlled with a flag) a connection will be triggered.
952
953 If you set I<move_block> you can deny players and monsters to reach the space where
954 the inventory checker is on, see I<move_block> description below.
955
956 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
957 So matching one of those conditions is enough.
958
959 =over 4
960
961 =item I<move_block> <move type bitmask>
962
963 If you set this field to block a movetype the move code will block any moves
964 onto the space with the inventory checker, IF the moving object doesn't have
965 (or has - if I<last_sp> = 0) the item that the checker is searching for.
966
967 =item I<last_sp> (0|1)
968
969 If I<last_sp> is 1 'having' the item that is being checked for will
970 activate the connection or make the space with the checker non-blocking.
971 If I<last_sp> is 0 'not having' the item will activate the connection
972 or make the space with the checker non-blocking.
973
974 =item I<last_heal> (0|1)
975
976 If I<last_heal> is 1 the matching item will be removed if the inventory checker
977 activates a connection and finds the item in the inventory.
978
979 (A inventory checker that blocks a space won't remove anything from inventories)
980
981 =item I<hp> <number>
982
983 If this field is not 0 the inventory checker will search for an object
984 with the type id <number>.
985
986 =item I<slaying> <string>
987
988 If this field is set the inventory checker will search for an object that
989 has the same string in the I<slaying> field (for example a key string of a key).
990
991 =item I<race> <string>
992
993 If this field is set the inventory checker will search for an object which
994 has the archetype name that matches <string>.
995
996 =item I<connected> <connection id>
997
998 This is the connection that will be activated. The connection is
999 'pushed' when someone enters the space with the inventory checker,
1000 and it is 'released' when he leaves it.
1001
1002 See also the description of the I<connected> field in the generic object field
1003 section.
1004
1005 =back
1006
1007 =head3 B<FLESH> - type 72 - Organs and body parts
1008
1009 See B<FOOD> description.
1010
1011 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1012
1013 A type for any object that has no special behaviour.
1014
1015 =head3 B<LAMP> - type 82 - A lamp
1016
1017 This object makes light.
1018
1019 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1020
1021 This type of objects multiplies objects that are above it when it is activated.
1022 You can even multiply by 0, which will destroy the object.
1023
1024 =over 4
1025
1026 =item I<level> <number>
1027
1028 The multiplicator, if set to 0 or lower it will destroy the objects above it.
1029
1030 =item I<other_arch> <string>
1031
1032 The archetype name of the objects that should be multiplied.
1033
1034 =item I<connected> <number>
1035
1036 See generic object field description.
1037
1038 =back
1039
1040 =head3 B<HOLE> - type 94 - Holes
1041
1042 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1043 opens and/or is completly open all objects above it fall through (more
1044 precisely: if their head is above the hole).
1045
1046 When the B<HOLE> is activated it's speed is set to 0.5.
1047
1048 These holes can only transfer the one who falls through to other coordinates
1049 on the same map.
1050
1051 =over 4
1052
1053 =item I<maxsp> (0|1)
1054
1055 This field negates the state of the connection: When maxsp is 1 the pit will
1056 open/close when the connection is deactivated. Otherwise it will open/close
1057 when the connection is activated. This field only has effect when the
1058 connection is triggered. So if you put a closed hole on a map, and the
1059 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1060 connection was triggered once.
1061
1062 =item I<connected> <connection id>
1063
1064 This is the connection id, which lets the hole opening or closing when
1065 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1066 at which connection state the object is activated.
1067
1068 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1069 the connection is released.
1070
1071 =item I<wc> <number> (internal)
1072
1073 This is an internal field. If it is greater than 0 it means that the hole is not
1074 yet fully open. More preciesly: this field is the animation-step and if it is
1075 set to the 'closed' step of the animation the hole is closed and if it is on
1076 the 'open' animation step (I<wc> = 0), the hole is open.
1077
1078 =item I<sp> <number>
1079
1080 The destination y coordinates on the same map.
1081
1082 =item I<hp> <number>
1083
1084 The destination x coordinates on the same map.
1085
1086 =back
1087
1088 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1089
1090 This type is doing the actual damage to the ones who were attacked
1091 via AT_POISON (or drank B<POISON>).
1092
1093 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1094 there for details).
1095
1096 =over 4
1097
1098 =item I<dam> <number>
1099
1100 Each time the poisoning is proccessed (which is determined by the I<speed> and
1101 I<speed_left> fields, see the general object fields description above) it hits
1102 the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1103 simply hit the player with no strings attached).
1104
1105 =item I<food> <number>
1106
1107 Just a note: The posioning is removed if I<food> == 1 and not if
1108 the whole I<duration> is up, because the B<POISONING> code has to remove
1109 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1110 deletes the B<POISONING> object.
1111
1112 =back
1113
1114 =head3 B<FORCE> - type 114 - Forces
1115
1116 Forces are a very 'thin' type. They don't have much behaviour other than
1117 disappearing after a time and/or affecting the player if they are in his
1118 inventory.
1119
1120 Forces only take effect on the player if they have FLAG_APPLIED set.
1121
1122 Whether the I<duration> field is processed or not per tick is controlled by the
1123 I<speed> and I<speed_left> fields. Look above in the generic object field description.
1124
1125 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1126 interpreter like described in the description of the FLAG_IS_USED_UP flag.
1127 BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1128 will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1129 removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1130 have good semantics on forces, try to avoid it.
1131
1132 =over 4
1133
1134 =item I<duration>
1135
1136 While this field is greater than 0 the force/object is not destroyed. It is
1137 decreased each tick by 1.
1138
1139 If it reaches 0 the force/object is destroyed.
1140
1141 This field can have this meaning for B<any> object if that object has
1142 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1143 what happens then.
1144
1145 =back
1146
1147 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1148
1149 This object is generated by the B<POTION> code when the potion is a resistance
1150 giving potion. It has mainly the same behaviour as a B<FORCE>.
1151
1152 The specialty of the potion effect is that the resistancy it gives is absolute,
1153 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1154 fire.
1155
1156 Multiple potion effects only give you the maximum of their resistancy.