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Revision: 1.17
Committed: Wed Dec 20 22:54:59 2006 UTC (17 years, 5 months ago) by elmex
Branch: MAIN
Changes since 1.16: +58 -2 lines
Log Message:
documented LAMP and FLAG_CHANGING.

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 I<speed> is set). If the I<state> field is 1 it won't be processed.
244
245 This flag indicates that the object is changing into a different object.
246 The object has to have the I<other_arch> field set. The object the changing object
247 changes into is derived from the archetype in I<other_arch>.
248
249 When the object does not have FLAG_ALIVE set the I<food> field will be decremented
250 each time the object is processed, and if I<food> reaches 0 one new object will be generated.
251
252 When the object has FLAG_ALIVE set the I<food> field is the number of objects that
253 will be generated.
254
255 After the new object is created the I<hp> field from the old object is copied into
256 the new one.
257
258 When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
259 to the new object.
260
261 =item FLAG_IS_A_TEMPLATE (internal use)
262
263 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
264 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
265
266 =item FLAG_AUTO_APPLY
267
268 This flag has currently only meaning for the B<TREASURE> type, see below.
269
270 =item FLAG_ACTIVATE_ON_PUSH
271
272 This flag has only meaning for objects that can be linked together
273 by the I<connected> field and controls wether the object should
274 be activated when the connection is 'pushed' or it is 'released'.
275
276 What 'pushed' and 'released' means depends on the object that
277 activates the connection.
278
279 This flag is by default on.
280
281 =item FLAG_ACTIVATE_ON_RELEASE
282
283 This flag has only meaning for objects that can be linked together
284 by the I<connected> field and controls wether the object should
285 be activated when the connection is 'pushed' or it is 'released'.
286
287 What 'pushed' and 'released' means depends on the object that
288 activates the connection.
289
290 This flag is by default on.
291
292 =item FLAG_NO_STEAL
293
294 When this flag is set this object can't be stolen. The flag will be
295 resetted once the object is placed on a map.
296
297 When this flag is set on a monster it can defent attempts of stealing
298 (but in this context the flag is only used internally).
299
300 =item FLAG_NO_SKILL_IDENT
301
302 This flag is mostly used internal and prevents unidentified objects
303 (objects which don't have FLAG_IDENTIFIED set) being identified
304 multiple times by skills.
305
306 This flag is used to mark objects which were unsuccessfully identified by a
307 players skill. So that multiple tries of identifying aren't more effective than
308 one.
309
310 =item FLAG_REFLECTING
311
312 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
313 to indicate whether this object reflects off walls.
314
315 =item FLAG_REFL_SPELL
316
317 This flag indicates whether something reflects spells, like spell reflecting
318 amuletts.
319
320 =back
321
322 =head2 Description of type specific fields and behaviour
323
324 The beginning of the headers of the following subsection
325 are the server internal names for the objects types, see include/define.h.
326
327 =head3 B<TRANSPORT> - type 2 - Player transports
328
329 This type is implemented by the transport extension and has currently no special
330 fields that affect it.
331
332 =head3 B<ROD> - type 3 - Rods that fire spells
333
334 Rods contain spells and can be fired by a player.
335
336 =over 4
337
338 =item I<level> <number>
339
340 This field is used for calculating the spell level that can be fired
341 with this rod, it's also the maximum level of the spell that can be fired.
342 The level of the spell that is being fired depends mostly on
343 the 'use magic item' skill level of the player and 1/10 of the level of the
344 rod is added as bonus.
345
346 =item I<hp> <number>
347
348 The amount of spellpoints this rod has left.
349
350 =item I<maxhp> <number>
351
352 The maximum amount of spellpoints this rod has.
353
354 =item I<skill> <skill name>
355
356 This field determines which skill you need to apply this object.
357
358 =back
359
360 =head3 B<TREASURE> - type 4 - Treasures
361
362 This type of objects are for random treasure generation in maps.
363 If this object is applied by a player it will replace itself with it's
364 inventory. If it is automatically applied
365 generate a treasure and replace itself with the generated treasure.
366
367 Chests are also of this type, their treasures are generated by
368 the auto apply code on map instantiation.
369
370 =over 4
371
372 =item I<hp> <number>
373
374 The number of treasures to generate.
375
376 =item I<exp> <level>
377
378 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
379 and the difficulty for the treasurecode only depends on the maps difficulty,
380 otherwise the exp field has the following meaning:
381
382 If this field is not 0 it is passed as the difficulty
383 to the treasure generation code to determine how good, how much
384 worth a treasure is or what bonuses it is given by the treasure code.
385
386 If this field is not set or 0 the difficulty of the map is passed to the treasure
387 generation code.
388
389 =item I<randomitems> <treasurelist>
390
391 The treasurelist to use to generate the treasure which is put in the
392 treasure objects inventory.
393
394 =back
395
396 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
397
398 These objects contain a spell and will emit it on apply, which most
399 of the time has the meaning of 'drinking'.
400
401 If no resistancy field, stat field or attacktype is set and no spell
402 is put in the potion by the sp field or the randomitems the
403 potion will become an artifact and the artifact code decides which kind
404 of potion will be generated.
405
406 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
407 will yield an explosion and hurt the player.
408
409 =over 4
410
411 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
412
413 These stat fields determine how many stat points the player gets
414 when he applies this potion.
415
416 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
417
418 =item I<sp> <number>
419
420 If this field is set and the randomitems field is not set
421 the field is interpreted as spell number, please look the right
422 number up in common/loader.C.
423
424 If this field is set the randomitems field will be unset by the
425 map loading code.
426
427 =item I<attacktype> <attacktype>
428
429 This field has some special meaning in potions, currently the
430 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
431 restoration potion or improvement potion.
432 See include/attackinc.h for the bits of these types.
433
434 If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
435 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
436 set the player will be drained a random stat by inserting an ARCH_DEPLETION
437 into him.
438
439 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
440 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
441
442 =item I<resist_RESISTANCY> <number>
443
444 If this stat is set and no spell is in the potion the potion
445 will create a force that give the player this specific resistancy.
446 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
447 and the potion will last 10 times longer than the default force archetype
448 FORCE_NAME (at the moment of this writing spell/force.arc).
449
450 =item I<randomitems> <treasurelist>
451
452 The inventory/spell of the potion will be created by calling the treasure code
453 with the treasurelist specified here. (I guess it's highly undefined what
454 happens if there is not a spell in the potions inventory).
455
456 =item I<on_use_yield> <archetype>
457
458 When this object is applied an instance of <archetype> will be created.
459
460 =item I<subtypes> <potion subtype>
461
462 see include/spells.h for possible potion subtypes, there are currently 4:
463
464 =over 4
465
466 =item POT_SPELL
467
468 Unused, default behaiour of a potion.
469
470 =item POT_DUST
471
472 This potion can be thrown to cast the spell that it has in it's inventory,
473 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
474 server will log an error.
475
476 =item POT_FIGURINE
477
478 Unused, default behaiour of a potion.
479
480 =item POT_BALM
481
482 Unused, default behaiour of a potion.
483
484 =back
485
486 =back
487
488 =head3 B<FOOD> - type 6 - Eatable stuff
489
490 This is for objects that are representing general eatables like
491 beef or bread.
492
493 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
494 give different messages.
495
496 The specialty of B<FLESH> is that it inherits the resistancies of the
497 monsters it was generated in and will let dragons raise their resistancies
498 with that. If the monster has the B<POISON> attacktype the B<FLESH>
499 will change into B<POISON>.
500
501 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
502 and if he doesn't find any of that he will start eating B<FLESH>.
503
504 =over 4
505
506 =item I<title> <string>
507
508 If the food has B<title> set or is cursed it is considered 'special', which
509 means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
510 I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
511 on the player.
512
513 The higher the I<food> field is the longer the improvement of the player lasts
514 (except for I<hp> and I<sp>).
515
516 =item I<food> <number>
517
518 This is the amount of food points the player gets when he eats this.
519
520 =item I<on_use_yield> <archetype>
521
522 When this object is applied an instance of <archetype> will be created.
523
524 =back
525
526 =head3 B<POISON> - type 7 - Poisonous stuff
527
528 This type is for objects that can poison the player when he drinks/applies it.
529 When applied it will hit the attacked with AT_POISON and will create
530 a B<POISONING> object in the one who was hit.
531
532 =over 4
533
534 =item I<level> <number>
535
536 This field affects the propability of poisoning. The higher the level difference
537 between the one who is hit and the poision the more propable it is the attacked
538 one will be poisoned.
539
540 =item I<slaying> <race>
541
542 This field has the usual meaning of 'slaying', when the
543 poisoned's race matches the I<slaying> field the damage done by the poison
544 is multiplied by 3.
545
546 =item I<hp> <number>
547
548 This is the amount of damage the player will receive from applying this. The
549 attacktype AT_POISON will be used to hit the player and the damage will
550 determine the strenght, duration and depletion of stats of the poisoning. The
551 created B<POISONING> object which is being placed in the one who was attacked will
552 get the damage from this field (which is maybe adjusted by slaying or the
553 resistancies).
554
555 =item I<food> <number>
556
557 1/4 of <number> will be drained from the players I<food>.
558
559 =item I<on_use_yield> <archetype>
560
561 When this object is applied an instance of <archetype> will be created.
562
563 =back
564
565 =head3 B<BOOK> - type 8 - Readable books
566
567 This type is basically for representing text books in the game.
568
569 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
570
571 =over 4
572
573 =item I<msg> <text>
574
575 This is the contents of the book. When this field is unset
576 at treasure generation a random text will be inserted.
577
578 =item I<skill> <skill name>
579
580 The skill required to read this book. (The most resonable
581 skill would be literacy).
582
583 =item I<exp> <number>
584
585 The experience points the player get for reading this book.
586
587 =item I<subtype> <readable subtype>
588
589 This field determines the type of the readable.
590 Please see common/readable.C in the readable_message_types table.
591
592 =back
593
594 =head3 B<CLOCK> - type 9 - Clocks
595
596 This type of objects just display the time when being applied.
597
598 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
599
600 This is a spell effect of a moving bolt. It moves straigt forward
601 through the map until something blocks it.
602 If FLAG_REFLECTING is set it even reflects on walls.
603
604 FLAG_IS_TURNABLE should be set on these objects.
605
606 =over 4
607
608 =item I<move_type> <movetype>
609
610 This field affects the move type with which the lightning moves through
611 the map and which map cells will reflect or block it.
612
613 =item I<attacktype> <attacktype>
614
615 The attacktype with which it hits the objects on the map.
616
617 =item I<dam> <number>
618
619 The damage this bolt inflicts when it hits objects on the map.
620
621 =item I<Dex> <number>
622
623 This is the fork percentage, it is reduced by 10 per fork.
624 And the I<dam> field is halved on each fork.
625
626 =item I<Con> (internal)
627
628 This value is a percentage of which the forking lightning
629 is deflected to the left. This value should be mostly used internally.
630
631 =item I<duration> <number>
632
633 The duration the bolt stays on a map cell. This field is decreased each time
634 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
635 the generic object field description).
636
637 =item I<range> <number>
638
639 This is the range of the bolt, each space it advances this field is decreased.
640
641 =back
642
643 =head3 B<ARROW> - type 13 - Arrows
644
645 This is the type for objects that represent projectiles like arrows.
646 The movement of B<THROWN_OBJ>s behave similar to this type.
647
648 Flying arrows are stopped either when they hit something blocking
649 (I<move_block>) or something which is alive.
650 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
651 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
652 damage with a small chance which is affected by the I<level> field of the arrow.
653
654 If FLAG_REFLECTING is set on the arrow it will bounce off everything
655 that is not alive and blocks it's movement.
656
657 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
658 fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
659 the object, to restore them once the arrow has been stopped.
660
661 =over 4
662
663 =item I<dam> <number>
664
665 The amount of damage that is being done to the victim that gets hit.
666 This field is recomputed when the arrow is fired and will consist
667 of the sum of a damage bonus (see description of the B<BOW> type),
668 the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
669 and the arrows I<magic> field.
670
671 =item I<wc> <number>
672
673 The weapon class of the arrow, which has effect on the propability of hitting.
674
675 It is recomputed when the arrow is being fired by this formula:
676
677 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
678 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
679
680 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
681 level is not added.
682
683 wc_mod is dependend on the fire mode of the bow. For a more detailed
684 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
685
686 =item I<magic> <number>
687
688 This field is added to the damage of the arrow when it is shot and
689 will also improve it's I<speed> by 1/5 of it's value.
690
691 =item I<attacktype> <attacktype>
692
693 Bitfield which decides the attacktype of the damage, see include/attackinc.h
694 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
695
696 =item I<level> <number> (interally used)
697
698 The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
699 see above in the B<ARROW> description.
700
701 The I<level> is set when the arrow is fired to either the skill level or the
702 shooters level.
703
704 =item I<speed> <number> (internal)
705
706 This field shouldn't be set directly in the archetype, the arrow will get it's
707 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
708 arrow will be stopped immediatly.
709
710 On fireing the I<speed> of the arrow is computed of 1/5 of the
711 sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
712 of the bows I<dam> field is added to the I<speed> of the arrow.
713
714 The minimum I<speed> of an arrow is 1.0.
715
716 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
717
718 If the I<speed> is above 10.0 it goes straight through the creature it hits and
719 it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
720 stopped and either sticked into the victim (see I<weight> field description) or
721 put on it's map square (if it didn't break, see description of the I<food> field).
722
723 =item I<weight> <number>
724
725 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
726 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
727
728 =item I<food> <number>
729
730 The breaking percentage. 100 (%) means: breaks on usage for sure.
731
732 =item I<inventory> (internal)
733
734 If the flying/moving object has something in it's inventory and it stops, it
735 will be replaced with it's inventory. Otherwise it will be handled as usual,
736 which means: it will be calculated whether the arrow breaks and it will be
737 reset for reuse.
738
739 =item I<slaying> <string>
740
741 When the bow that fires this arrow has it's I<slaying> field set it is copied
742 to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
743
744 =item I<move_type> <movetype> (internally used)
745
746 This field is set when the arrow is shot to MOVE_FLY_LOW.
747
748 =item I<move_on> <movetype> (internally used)
749
750 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
751
752 =item I<race> <string>
753
754 The I<race> field is a unique key that assigns arrows, bows and quivers. When
755 shooting an arrow the bows I<race> is used to search for arrows (which have the
756 same I<race> as the bow) in the players inventory and will recursively search in
757 the containers (which are applied and have the same I<race> as the bow and the arrow).
758
759 =back
760
761 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
762
763 TODO, but take into account B<ARROW> description above!
764
765 =head3 B<WEAPON> - type 15 - Weapons
766
767 This type is for general hack and slash weapons like swords, maces
768 and daggers and and ....
769
770 =over 4
771
772 =item I<weapontype> <type id>
773
774 decides what attackmessages are generated, see include/define.h
775
776 =item I<attacktype> <bitmask>
777
778 bitfield which decides the attacktype of the damage, see include/attackinc.h
779
780 =item I<dam> <number>
781
782 amount of damage being done with the attacktype
783
784 =item I<item_power> <level>
785
786 the itempower of this weapon.
787
788 =item I<name>
789
790 the name of the weapon.
791
792 =item I<level> (internal)
793
794 The improvement state of the weapon.
795 If this field is greater than 0 the I<name> field starts with the
796 characters name who improved this weapon.
797
798 =item I<last_eat> (internal)
799
800 This seems to be the amount of improvements of a weapon,
801 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
802
803 ((who->level / 5) + 5) >= op->last_eat
804
805 =item I<last_sp>
806
807 the weapon speed (see magic description)
808
809 =item I<food> <number>
810
811 addition to food regeneration of the player
812
813 =item I<hp> <number>
814
815 addition to health regeneration
816
817 =item I<sp> <number>
818
819 addition to mana regeneration
820
821 =item I<grace> <number>
822
823 addititon to grace regeneration
824
825 =item I<gen_sp_armour> <number>
826
827 the players I<gen_sp_armour> field (which is per default 10) is being added the
828 <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
829 do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
830 I<gen_sp_armour> limits the amout of regenerated spellpoints.
831
832 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
833 I<sp> regeneration.
834
835 =item I<body_BODYSLOT>
836
837 The part of the body you need to use this weapon, possible values should be
838 looked up in common/item.C at body_locations.
839
840 =item I<resist_RESISTNACY> <number>
841
842 this is the factor with which the difference of the players resistancy and 100%
843 is multiplied, something like this:
844
845 additional_resistancy = (100 - current_resistanct) * (<number>/100)
846
847 if <number> is negative it is added to the total vulnerabilities,
848 and later the total resistance is decided by:
849
850 'total resistance = total protections - total vulnerabilities'
851
852 see also common/living.C:fix_player
853
854 =item I<path_(attuned|repelled|denied)>
855
856 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
857 for the pathes.
858
859 =item I<luck> <number>
860
861 this luck is added to the players I<luck>
862
863 =item I<move_type>
864
865 if the weapon has a I<move_type> set the player inherits it's I<move_type>
866
867 =item I<exp> <number>
868
869 the added_speed and bonus_speed of the player is raised by <number>/3.
870 if <number> < 0 then the added_speed is decreased by <number>
871
872 =item I<weight>
873
874 the weight of the weapon
875
876 =item I<magic>
877
878 the I<magic> field affects the amounts of the following fields:
879
880 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
881
882 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
883
884 - dam: the players dam is adjusted by: player->dam += (dam + magic)
885
886 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
887 (minium is 0)
888
889 =item I<ac> <number>
890
891 the amount of ac points the player's I<ac> is decreased when applying this object.
892
893 =item I<wc> <number>
894
895 the amount of wc points the player's I<wc> is decreased when applying this object.
896
897 =back
898
899 =head4 Player inherits following flags from weapons:
900
901 FLAG_LIFESAVE
902 FLAG_REFL_SPELL
903 FLAG_REFL_MISSILE
904 FLAG_STEALTH
905 FLAG_XRAYS
906 FLAG_BLIND
907 FLAG_SEE_IN_DARK
908 FLAG_UNDEAD
909
910 =head3 B<GRIMREAPER> - type 28 - Grimreapers
911
912 These type are mostly used for monsters, they give the
913 monster the ability to dissapear after 10 hits with AT_DRAIN.
914
915 =over 4
916
917 =item I<value> <number>
918
919 This field stores the hits the monster did yet.
920
921 =back
922
923 =head3 B<CREATOR> - type 42 - Object creators
924
925 Once a creator is activated by a connection it creates a number of objects
926 (cloned from it's inventory or a new object derived from the archetype
927 named in the other_arch slot).
928
929 If FLAG_LIVESAFE is set the number of uses is unlimited.
930
931 =over 4
932
933 =item I<hp> <number>
934
935 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
936 be used.
937
938 =item I<speed> <number>
939
940 If I<speed> is set the creator will create an object periodically,
941 see I<speed> and I<speed_left> fields in the general object field description
942 for more details.
943
944 =item I<slaying> <string>
945
946 If set the generated object's name and title will be set to this.
947
948 =item I<other_arch> <string>
949
950 If the inventory of the creator is empty new objects will be derived from the
951 archetype named by <string>.
952
953 =item I<connected> <number>
954
955 See generic object field description.
956
957 =back
958
959 =head3 B<DRINK> - type 54 - Drinkable stuff
960
961 See B<FOOD> description.
962
963 =head3 B<CHECK_INV> - type 64 - Inventory checkers
964
965 This object checks whether the player has a specific item in his
966 inventory when he moves above the inventory checker. If the player has
967 the item (or not, which can be controlled with a flag) a connection will be triggered.
968
969 If you set I<move_block> you can deny players and monsters to reach the space where
970 the inventory checker is on, see I<move_block> description below.
971
972 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
973 So matching one of those conditions is enough.
974
975 =over 4
976
977 =item I<move_block> <move type bitmask>
978
979 If you set this field to block a movetype the move code will block any moves
980 onto the space with the inventory checker, IF the moving object doesn't have
981 (or has - if I<last_sp> = 0) the item that the checker is searching for.
982
983 =item I<last_sp> (0|1)
984
985 If I<last_sp> is 1 'having' the item that is being checked for will
986 activate the connection or make the space with the checker non-blocking.
987 If I<last_sp> is 0 'not having' the item will activate the connection
988 or make the space with the checker non-blocking.
989
990 =item I<last_heal> (0|1)
991
992 If I<last_heal> is 1 the matching item will be removed if the inventory checker
993 activates a connection and finds the item in the inventory.
994
995 (A inventory checker that blocks a space won't remove anything from inventories)
996
997 =item I<hp> <number>
998
999 If this field is not 0 the inventory checker will search for an object
1000 with the type id <number>.
1001
1002 =item I<slaying> <string>
1003
1004 If this field is set the inventory checker will search for an object that
1005 has the same string in the I<slaying> field (for example a key string of a key).
1006
1007 =item I<race> <string>
1008
1009 If this field is set the inventory checker will search for an object which
1010 has the archetype name that matches <string>.
1011
1012 =item I<connected> <connection id>
1013
1014 This is the connection that will be activated. The connection is
1015 'pushed' when someone enters the space with the inventory checker,
1016 and it is 'released' when he leaves it.
1017
1018 See also the description of the I<connected> field in the generic object field
1019 section.
1020
1021 =back
1022
1023 =head3 B<FLESH> - type 72 - Organs and body parts
1024
1025 See B<FOOD> description.
1026
1027 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1028
1029 A type for any object that has no special behaviour.
1030
1031 =head3 B<LAMP> - type 82 - A lamp
1032
1033 This object represents a lamp, that can be carried and switched
1034 on and off and has a certain amount of fuel in it.
1035
1036 A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1037 Each of them should point at the other one with it's I<other_arch> field.
1038
1039 See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1040
1041 =over 4
1042
1043 =item I<speed> <number>
1044
1045 If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1046 lamp burns it's fuel (I<food>).
1047
1048 Setting FLAG_CHANGING makes only sense on the archetype which represents
1049 the 'on' state of the lamp.
1050
1051 See also the description of FLAG_CHANGING.
1052
1053 Lamps which have no FLAG_CHANGING set would also make sense and represent
1054 lamps that never burn up.
1055
1056 =item I<other_arch> <number>
1057
1058 This is the field that points to the 'other' archetype which represents the
1059 opposite state of the lamp. The newly from I<other_arch> derived object will
1060 replace the current object and will get the value of I<food> of the replaced object.
1061
1062 Rationale:
1063
1064 When the lamp (on) is applied a new object is derived from the archetype
1065 in I<other_arch> and the I<food> value is copied to it ('the fuel is
1066 transferred'). The new lamp (off) object has to have a I<other_arch> field
1067 which points to the archetype from which a lamp (on) can be derived.
1068
1069 =item I<food> <number>
1070
1071 This fields stands for the fuel of the lamp.
1072
1073 =back
1074
1075 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1076
1077 This type of objects multiplies objects that are above it when it is activated.
1078 You can even multiply by 0, which will destroy the object.
1079
1080 =over 4
1081
1082 =item I<level> <number>
1083
1084 The multiplicator, if set to 0 or lower it will destroy the objects above it.
1085
1086 =item I<other_arch> <string>
1087
1088 The archetype name of the objects that should be multiplied.
1089
1090 =item I<connected> <number>
1091
1092 See generic object field description.
1093
1094 =back
1095
1096 =head3 B<HOLE> - type 94 - Holes
1097
1098 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1099 opens and/or is completly open all objects above it fall through (more
1100 precisely: if their head is above the hole).
1101
1102 When the B<HOLE> is activated it's speed is set to 0.5.
1103
1104 These holes can only transfer the one who falls through to other coordinates
1105 on the same map.
1106
1107 =over 4
1108
1109 =item I<maxsp> (0|1)
1110
1111 This field negates the state of the connection: When maxsp is 1 the pit will
1112 open/close when the connection is deactivated. Otherwise it will open/close
1113 when the connection is activated. This field only has effect when the
1114 connection is triggered. So if you put a closed hole on a map, and the
1115 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1116 connection was triggered once.
1117
1118 =item I<connected> <connection id>
1119
1120 This is the connection id, which lets the hole opening or closing when
1121 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1122 at which connection state the object is activated.
1123
1124 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1125 the connection is released.
1126
1127 =item I<wc> <number> (internal)
1128
1129 This is an internal field. If it is greater than 0 it means that the hole is not
1130 yet fully open. More preciesly: this field is the animation-step and if it is
1131 set to the 'closed' step of the animation the hole is closed and if it is on
1132 the 'open' animation step (I<wc> = 0), the hole is open.
1133
1134 =item I<sp> <number>
1135
1136 The destination y coordinates on the same map.
1137
1138 =item I<hp> <number>
1139
1140 The destination x coordinates on the same map.
1141
1142 =back
1143
1144 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1145
1146 This type is doing the actual damage to the ones who were attacked
1147 via AT_POISON (or drank B<POISON>).
1148
1149 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1150 there for details).
1151
1152 =over 4
1153
1154 =item I<dam> <number>
1155
1156 Each time the poisoning is proccessed (which is determined by the I<speed> and
1157 I<speed_left> fields, see the general object fields description above) it hits
1158 the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1159 simply hit the player with no strings attached).
1160
1161 =item I<food> <number>
1162
1163 Just a note: The posioning is removed if I<food> == 1 and not if
1164 the whole I<duration> is up, because the B<POISONING> code has to remove
1165 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1166 deletes the B<POISONING> object.
1167
1168 =back
1169
1170 =head3 B<FORCE> - type 114 - Forces
1171
1172 Forces are a very 'thin' type. They don't have much behaviour other than
1173 disappearing after a time and/or affecting the player if they are in his
1174 inventory.
1175
1176 Forces only take effect on the player if they have FLAG_APPLIED set.
1177
1178 Whether the I<duration> field is processed or not per tick is controlled by the
1179 I<speed> and I<speed_left> fields. Look above in the generic object field description.
1180
1181 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1182 interpreter like described in the description of the FLAG_IS_USED_UP flag.
1183 BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1184 will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1185 removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1186 have good semantics on forces, try to avoid it.
1187
1188 =over 4
1189
1190 =item I<duration>
1191
1192 While this field is greater than 0 the force/object is not destroyed. It is
1193 decreased each tick by 1.
1194
1195 If it reaches 0 the force/object is destroyed.
1196
1197 This field can have this meaning for B<any> object if that object has
1198 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1199 what happens then.
1200
1201 =back
1202
1203 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1204
1205 This object is generated by the B<POTION> code when the potion is a resistance
1206 giving potion. It has mainly the same behaviour as a B<FORCE>.
1207
1208 The specialty of the potion effect is that the resistancy it gives is absolute,
1209 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1210 fire.
1211
1212 Multiple potion effects only give you the maximum of their resistancy.