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Revision: 1.18
Committed: Thu Dec 21 21:24:06 2006 UTC (17 years, 5 months ago) by elmex
Branch: MAIN
Changes since 1.17: +24 -0 lines
Log Message:
documented FLAG_IS_LIGHTABLE and glow_radius

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<glow_radius> <number>
114
115 This field indicates how far an object glows. Default is a radius of 0 (no
116 glowing at all).
117
118 =item I<speed> <number>
119
120 If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
121 on the active object list and will be processed each tick (see also speed_left!).
122
123 If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
124 from the active object list and it won't experience any processing per tick.
125
126 =item I<speed_left> <number>
127
128 If this field is greater than 0 and the object is on the
129 active list (mostly means it's speed is also greater than 0):
130
131 - speed_left is decreased by 1
132 - and this object is processed and experiences a server tick.
133
134 If the object is on the active list and I<speed_left> is lower or
135 equal to 0 the absolute value of the I<speed> is added to I<speed_left>
136 on the end of the tick.
137
138 This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
139 the more seldom the object is processed. And the higher I<speed> is
140 the more often the object is processed.
141
142 =item I<connected> <number>
143
144 When this field is set the object will be linked to a connection with the
145 id <number>. What happens when the connection is 'activated' depends on the
146 type of the object.
147
148 FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
149 when to activate the object, see description of these below for further details.
150
151 =item I<no_drop> (0|1)
152
153 Sets the flag FLAG_NO_DROP.
154 See Flags section below.
155
156 =item I<applied> (0|1)
157
158 Sets the flag FLAG_APPLIED.
159 See Flags section below.
160
161 =item I<is_used_up> (0|1)
162
163 Sets the flag FLAG_IS_USED_UP.
164 See Flags section below.
165
166 =item I<changing> (0|1)
167
168 Sets the flag FLAG_CHANGING.
169 See Flags section below.
170
171 =item I<auto_apply> (0|1)
172
173 Sets the flag FLAG_AUTO_APPLY.
174 See Flags section below.
175
176 =item I<no_steal> (0|1)
177
178 Sets the flag FLAG_NO_STEAL.
179 See Flags section below.
180
181 =item I<reflecting> (0|1)
182
183 Sets the flag FLAG_REFLECTING.
184 See Flags section below.
185
186 =item I<reflect_spell> (0|1)
187
188 Sets the flag FLAG_REFL_SPELL.
189 See Flags section below.
190
191 =item I<no_skill_ident> (0|1)
192
193 Sets the flag FLAG_NO_SKILL_IDENT.
194 See Flags section below.
195
196 =item I<activate_on_push> (0|1) (default: 1)
197
198 Sets the flag FLAG_ACTIVATE_ON_PUSH.
199 See Flags section below.
200
201 =item I<activate_on_release> (0|1) (default: 1)
202
203 Sets the flag FLAG_ACTIVATE_ON_RELEASE.
204 See Flags section below.
205
206 =item I<is_lightable> (0|1)
207
208 Sets the flag FLAG_IS_LIGHTABLE.
209 See Flags section below.
210
211 =item I<editable> (more than deprecated)
212
213 This field had a special meaning for crossedit, which used parts
214 of the server code for editing. Wherever you see this field being
215 set in an archetype ignore it and/or remove it. No code interprets this
216 field anymore.
217
218 =back
219
220 =head3 Flags
221
222 Here are the effects of the flags described.
223
224 =over 4
225
226 =item FLAG_NO_DROP
227
228 An object can't be picked up and dropped.
229
230 =item FLAG_APPLIED
231
232 This flag mostly states whether this object has been 'applied' by the player.
233 For objects that are applied by the code or have this flag set in the archetype
234 it mostly means 'this object is active'.
235
236 For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
237 of flags from objects in his inventory is toggled by this flag.
238
239 =item FLAG_IS_USED_UP
240
241 This flag controls whether an object is 'used up'. If it is set I<food>
242 is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
243
244 If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
245 this object is removed or not, see the B<FORCE> type below for the meaning
246 of the duration field in this context.
247
248 If FLAG_APPLIED is not set the object is destroyed.
249
250 =item FLAG_CHANGING
251
252 If the I<state> field of the object is 0 the object will be processed periodically
253 (if I<speed> is set). If the I<state> field is 1 it won't be processed.
254
255 This flag indicates that the object is changing into a different object.
256 The object has to have the I<other_arch> field set. The object the changing object
257 changes into is derived from the archetype in I<other_arch>.
258
259 When the object does not have FLAG_ALIVE set the I<food> field will be decremented
260 each time the object is processed, and if I<food> reaches 0 one new object will be generated.
261
262 When the object has FLAG_ALIVE set the I<food> field is the number of objects that
263 will be generated.
264
265 After the new object is created the I<hp> field from the old object is copied into
266 the new one.
267
268 When the old object was a B<LAMP> it's I<food> fields value less 1 will be copied
269 to the new object.
270
271 =item FLAG_IS_A_TEMPLATE (internal use)
272
273 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
274 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
275
276 =item FLAG_AUTO_APPLY
277
278 This flag has currently only meaning for the B<TREASURE> type, see below.
279
280 =item FLAG_ACTIVATE_ON_PUSH
281
282 This flag has only meaning for objects that can be linked together
283 by the I<connected> field and controls wether the object should
284 be activated when the connection is 'pushed' or it is 'released'.
285
286 What 'pushed' and 'released' means depends on the object that
287 activates the connection.
288
289 This flag is by default on.
290
291 =item FLAG_ACTIVATE_ON_RELEASE
292
293 This flag has only meaning for objects that can be linked together
294 by the I<connected> field and controls wether the object should
295 be activated when the connection is 'pushed' or it is 'released'.
296
297 What 'pushed' and 'released' means depends on the object that
298 activates the connection.
299
300 This flag is by default on.
301
302 =item FLAG_NO_STEAL
303
304 When this flag is set this object can't be stolen. The flag will be
305 resetted once the object is placed on a map.
306
307 When this flag is set on a monster it can defent attempts of stealing
308 (but in this context the flag is only used internally).
309
310 =item FLAG_NO_SKILL_IDENT
311
312 This flag is mostly used internal and prevents unidentified objects
313 (objects which don't have FLAG_IDENTIFIED set) being identified
314 multiple times by skills.
315
316 This flag is used to mark objects which were unsuccessfully identified by a
317 players skill. So that multiple tries of identifying aren't more effective than
318 one.
319
320 =item FLAG_REFLECTING
321
322 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
323 to indicate whether this object reflects off walls.
324
325 =item FLAG_REFL_SPELL
326
327 This flag indicates whether something reflects spells, like spell reflecting
328 amuletts.
329
330 =item FLAG_IS_LIGHTABLE
331
332 This flag indicates whether a B<LIGHTER> can light this object. See also the
333 description of the B<LIGHTER> type. How easy you can light an item depends
334 partially on the material of the object.
335
336 =back
337
338 =head2 Description of type specific fields and behaviour
339
340 The beginning of the headers of the following subsection
341 are the server internal names for the objects types, see include/define.h.
342
343 =head3 B<TRANSPORT> - type 2 - Player transports
344
345 This type is implemented by the transport extension and has currently no special
346 fields that affect it.
347
348 =head3 B<ROD> - type 3 - Rods that fire spells
349
350 Rods contain spells and can be fired by a player.
351
352 =over 4
353
354 =item I<level> <number>
355
356 This field is used for calculating the spell level that can be fired
357 with this rod, it's also the maximum level of the spell that can be fired.
358 The level of the spell that is being fired depends mostly on
359 the 'use magic item' skill level of the player and 1/10 of the level of the
360 rod is added as bonus.
361
362 =item I<hp> <number>
363
364 The amount of spellpoints this rod has left.
365
366 =item I<maxhp> <number>
367
368 The maximum amount of spellpoints this rod has.
369
370 =item I<skill> <skill name>
371
372 This field determines which skill you need to apply this object.
373
374 =back
375
376 =head3 B<TREASURE> - type 4 - Treasures
377
378 This type of objects are for random treasure generation in maps.
379 If this object is applied by a player it will replace itself with it's
380 inventory. If it is automatically applied
381 generate a treasure and replace itself with the generated treasure.
382
383 Chests are also of this type, their treasures are generated by
384 the auto apply code on map instantiation.
385
386 =over 4
387
388 =item I<hp> <number>
389
390 The number of treasures to generate.
391
392 =item I<exp> <level>
393
394 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
395 and the difficulty for the treasurecode only depends on the maps difficulty,
396 otherwise the exp field has the following meaning:
397
398 If this field is not 0 it is passed as the difficulty
399 to the treasure generation code to determine how good, how much
400 worth a treasure is or what bonuses it is given by the treasure code.
401
402 If this field is not set or 0 the difficulty of the map is passed to the treasure
403 generation code.
404
405 =item I<randomitems> <treasurelist>
406
407 The treasurelist to use to generate the treasure which is put in the
408 treasure objects inventory.
409
410 =back
411
412 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
413
414 These objects contain a spell and will emit it on apply, which most
415 of the time has the meaning of 'drinking'.
416
417 If no resistancy field, stat field or attacktype is set and no spell
418 is put in the potion by the sp field or the randomitems the
419 potion will become an artifact and the artifact code decides which kind
420 of potion will be generated.
421
422 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
423 will yield an explosion and hurt the player.
424
425 =over 4
426
427 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
428
429 These stat fields determine how many stat points the player gets
430 when he applies this potion.
431
432 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
433
434 =item I<sp> <number>
435
436 If this field is set and the randomitems field is not set
437 the field is interpreted as spell number, please look the right
438 number up in common/loader.C.
439
440 If this field is set the randomitems field will be unset by the
441 map loading code.
442
443 =item I<attacktype> <attacktype>
444
445 This field has some special meaning in potions, currently the
446 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
447 restoration potion or improvement potion.
448 See include/attackinc.h for the bits of these types.
449
450 If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
451 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
452 set the player will be drained a random stat by inserting an ARCH_DEPLETION
453 into him.
454
455 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
456 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
457
458 =item I<resist_RESISTANCY> <number>
459
460 If this stat is set and no spell is in the potion the potion
461 will create a force that give the player this specific resistancy.
462 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
463 and the potion will last 10 times longer than the default force archetype
464 FORCE_NAME (at the moment of this writing spell/force.arc).
465
466 =item I<randomitems> <treasurelist>
467
468 The inventory/spell of the potion will be created by calling the treasure code
469 with the treasurelist specified here. (I guess it's highly undefined what
470 happens if there is not a spell in the potions inventory).
471
472 =item I<on_use_yield> <archetype>
473
474 When this object is applied an instance of <archetype> will be created.
475
476 =item I<subtypes> <potion subtype>
477
478 see include/spells.h for possible potion subtypes, there are currently 4:
479
480 =over 4
481
482 =item POT_SPELL
483
484 Unused, default behaiour of a potion.
485
486 =item POT_DUST
487
488 This potion can be thrown to cast the spell that it has in it's inventory,
489 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
490 server will log an error.
491
492 =item POT_FIGURINE
493
494 Unused, default behaiour of a potion.
495
496 =item POT_BALM
497
498 Unused, default behaiour of a potion.
499
500 =back
501
502 =back
503
504 =head3 B<FOOD> - type 6 - Eatable stuff
505
506 This is for objects that are representing general eatables like
507 beef or bread.
508
509 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
510 give different messages.
511
512 The specialty of B<FLESH> is that it inherits the resistancies of the
513 monsters it was generated in and will let dragons raise their resistancies
514 with that. If the monster has the B<POISON> attacktype the B<FLESH>
515 will change into B<POISON>.
516
517 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
518 and if he doesn't find any of that he will start eating B<FLESH>.
519
520 =over 4
521
522 =item I<title> <string>
523
524 If the food has B<title> set or is cursed it is considered 'special', which
525 means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
526 I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
527 on the player.
528
529 The higher the I<food> field is the longer the improvement of the player lasts
530 (except for I<hp> and I<sp>).
531
532 =item I<food> <number>
533
534 This is the amount of food points the player gets when he eats this.
535
536 =item I<on_use_yield> <archetype>
537
538 When this object is applied an instance of <archetype> will be created.
539
540 =back
541
542 =head3 B<POISON> - type 7 - Poisonous stuff
543
544 This type is for objects that can poison the player when he drinks/applies it.
545 When applied it will hit the attacked with AT_POISON and will create
546 a B<POISONING> object in the one who was hit.
547
548 =over 4
549
550 =item I<level> <number>
551
552 This field affects the propability of poisoning. The higher the level difference
553 between the one who is hit and the poision the more propable it is the attacked
554 one will be poisoned.
555
556 =item I<slaying> <race>
557
558 This field has the usual meaning of 'slaying', when the
559 poisoned's race matches the I<slaying> field the damage done by the poison
560 is multiplied by 3.
561
562 =item I<hp> <number>
563
564 This is the amount of damage the player will receive from applying this. The
565 attacktype AT_POISON will be used to hit the player and the damage will
566 determine the strenght, duration and depletion of stats of the poisoning. The
567 created B<POISONING> object which is being placed in the one who was attacked will
568 get the damage from this field (which is maybe adjusted by slaying or the
569 resistancies).
570
571 =item I<food> <number>
572
573 1/4 of <number> will be drained from the players I<food>.
574
575 =item I<on_use_yield> <archetype>
576
577 When this object is applied an instance of <archetype> will be created.
578
579 =back
580
581 =head3 B<BOOK> - type 8 - Readable books
582
583 This type is basically for representing text books in the game.
584
585 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
586
587 =over 4
588
589 =item I<msg> <text>
590
591 This is the contents of the book. When this field is unset
592 at treasure generation a random text will be inserted.
593
594 =item I<skill> <skill name>
595
596 The skill required to read this book. (The most resonable
597 skill would be literacy).
598
599 =item I<exp> <number>
600
601 The experience points the player get for reading this book.
602
603 =item I<subtype> <readable subtype>
604
605 This field determines the type of the readable.
606 Please see common/readable.C in the readable_message_types table.
607
608 =back
609
610 =head3 B<CLOCK> - type 9 - Clocks
611
612 This type of objects just display the time when being applied.
613
614 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
615
616 This is a spell effect of a moving bolt. It moves straigt forward
617 through the map until something blocks it.
618 If FLAG_REFLECTING is set it even reflects on walls.
619
620 FLAG_IS_TURNABLE should be set on these objects.
621
622 =over 4
623
624 =item I<move_type> <movetype>
625
626 This field affects the move type with which the lightning moves through
627 the map and which map cells will reflect or block it.
628
629 =item I<attacktype> <attacktype>
630
631 The attacktype with which it hits the objects on the map.
632
633 =item I<dam> <number>
634
635 The damage this bolt inflicts when it hits objects on the map.
636
637 =item I<Dex> <number>
638
639 This is the fork percentage, it is reduced by 10 per fork.
640 And the I<dam> field is halved on each fork.
641
642 =item I<Con> (internal)
643
644 This value is a percentage of which the forking lightning
645 is deflected to the left. This value should be mostly used internally.
646
647 =item I<duration> <number>
648
649 The duration the bolt stays on a map cell. This field is decreased each time
650 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
651 the generic object field description).
652
653 =item I<range> <number>
654
655 This is the range of the bolt, each space it advances this field is decreased.
656
657 =back
658
659 =head3 B<ARROW> - type 13 - Arrows
660
661 This is the type for objects that represent projectiles like arrows.
662 The movement of B<THROWN_OBJ>s behave similar to this type.
663
664 Flying arrows are stopped either when they hit something blocking
665 (I<move_block>) or something which is alive.
666 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
667 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
668 damage with a small chance which is affected by the I<level> field of the arrow.
669
670 If FLAG_REFLECTING is set on the arrow it will bounce off everything
671 that is not alive and blocks it's movement.
672
673 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
674 fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
675 the object, to restore them once the arrow has been stopped.
676
677 =over 4
678
679 =item I<dam> <number>
680
681 The amount of damage that is being done to the victim that gets hit.
682 This field is recomputed when the arrow is fired and will consist
683 of the sum of a damage bonus (see description of the B<BOW> type),
684 the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
685 and the arrows I<magic> field.
686
687 =item I<wc> <number>
688
689 The weapon class of the arrow, which has effect on the propability of hitting.
690
691 It is recomputed when the arrow is being fired by this formula:
692
693 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
694 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
695
696 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
697 level is not added.
698
699 wc_mod is dependend on the fire mode of the bow. For a more detailed
700 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
701
702 =item I<magic> <number>
703
704 This field is added to the damage of the arrow when it is shot and
705 will also improve it's I<speed> by 1/5 of it's value.
706
707 =item I<attacktype> <attacktype>
708
709 Bitfield which decides the attacktype of the damage, see include/attackinc.h
710 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
711
712 =item I<level> <number> (interally used)
713
714 The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
715 see above in the B<ARROW> description.
716
717 The I<level> is set when the arrow is fired to either the skill level or the
718 shooters level.
719
720 =item I<speed> <number> (internal)
721
722 This field shouldn't be set directly in the archetype, the arrow will get it's
723 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
724 arrow will be stopped immediatly.
725
726 On fireing the I<speed> of the arrow is computed of 1/5 of the
727 sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
728 of the bows I<dam> field is added to the I<speed> of the arrow.
729
730 The minimum I<speed> of an arrow is 1.0.
731
732 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
733
734 If the I<speed> is above 10.0 it goes straight through the creature it hits and
735 it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
736 stopped and either sticked into the victim (see I<weight> field description) or
737 put on it's map square (if it didn't break, see description of the I<food> field).
738
739 =item I<weight> <number>
740
741 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
742 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
743
744 =item I<food> <number>
745
746 The breaking percentage. 100 (%) means: breaks on usage for sure.
747
748 =item I<inventory> (internal)
749
750 If the flying/moving object has something in it's inventory and it stops, it
751 will be replaced with it's inventory. Otherwise it will be handled as usual,
752 which means: it will be calculated whether the arrow breaks and it will be
753 reset for reuse.
754
755 =item I<slaying> <string>
756
757 When the bow that fires this arrow has it's I<slaying> field set it is copied
758 to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
759
760 =item I<move_type> <movetype> (internally used)
761
762 This field is set when the arrow is shot to MOVE_FLY_LOW.
763
764 =item I<move_on> <movetype> (internally used)
765
766 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
767
768 =item I<race> <string>
769
770 The I<race> field is a unique key that assigns arrows, bows and quivers. When
771 shooting an arrow the bows I<race> is used to search for arrows (which have the
772 same I<race> as the bow) in the players inventory and will recursively search in
773 the containers (which are applied and have the same I<race> as the bow and the arrow).
774
775 =back
776
777 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
778
779 TODO, but take into account B<ARROW> description above!
780
781 =head3 B<WEAPON> - type 15 - Weapons
782
783 This type is for general hack and slash weapons like swords, maces
784 and daggers and and ....
785
786 =over 4
787
788 =item I<weapontype> <type id>
789
790 decides what attackmessages are generated, see include/define.h
791
792 =item I<attacktype> <bitmask>
793
794 bitfield which decides the attacktype of the damage, see include/attackinc.h
795
796 =item I<dam> <number>
797
798 amount of damage being done with the attacktype
799
800 =item I<item_power> <level>
801
802 the itempower of this weapon.
803
804 =item I<name>
805
806 the name of the weapon.
807
808 =item I<level> (internal)
809
810 The improvement state of the weapon.
811 If this field is greater than 0 the I<name> field starts with the
812 characters name who improved this weapon.
813
814 =item I<last_eat> (internal)
815
816 This seems to be the amount of improvements of a weapon,
817 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
818
819 ((who->level / 5) + 5) >= op->last_eat
820
821 =item I<last_sp>
822
823 the weapon speed (see magic description)
824
825 =item I<food> <number>
826
827 addition to food regeneration of the player
828
829 =item I<hp> <number>
830
831 addition to health regeneration
832
833 =item I<sp> <number>
834
835 addition to mana regeneration
836
837 =item I<grace> <number>
838
839 addititon to grace regeneration
840
841 =item I<gen_sp_armour> <number>
842
843 the players I<gen_sp_armour> field (which is per default 10) is being added the
844 <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
845 do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
846 I<gen_sp_armour> limits the amout of regenerated spellpoints.
847
848 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
849 I<sp> regeneration.
850
851 =item I<body_BODYSLOT>
852
853 The part of the body you need to use this weapon, possible values should be
854 looked up in common/item.C at body_locations.
855
856 =item I<resist_RESISTNACY> <number>
857
858 this is the factor with which the difference of the players resistancy and 100%
859 is multiplied, something like this:
860
861 additional_resistancy = (100 - current_resistanct) * (<number>/100)
862
863 if <number> is negative it is added to the total vulnerabilities,
864 and later the total resistance is decided by:
865
866 'total resistance = total protections - total vulnerabilities'
867
868 see also common/living.C:fix_player
869
870 =item I<path_(attuned|repelled|denied)>
871
872 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
873 for the pathes.
874
875 =item I<luck> <number>
876
877 this luck is added to the players I<luck>
878
879 =item I<move_type>
880
881 if the weapon has a I<move_type> set the player inherits it's I<move_type>
882
883 =item I<exp> <number>
884
885 the added_speed and bonus_speed of the player is raised by <number>/3.
886 if <number> < 0 then the added_speed is decreased by <number>
887
888 =item I<weight>
889
890 the weight of the weapon
891
892 =item I<magic>
893
894 the I<magic> field affects the amounts of the following fields:
895
896 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
897
898 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
899
900 - dam: the players dam is adjusted by: player->dam += (dam + magic)
901
902 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
903 (minium is 0)
904
905 =item I<ac> <number>
906
907 the amount of ac points the player's I<ac> is decreased when applying this object.
908
909 =item I<wc> <number>
910
911 the amount of wc points the player's I<wc> is decreased when applying this object.
912
913 =back
914
915 =head4 Player inherits following flags from weapons:
916
917 FLAG_LIFESAVE
918 FLAG_REFL_SPELL
919 FLAG_REFL_MISSILE
920 FLAG_STEALTH
921 FLAG_XRAYS
922 FLAG_BLIND
923 FLAG_SEE_IN_DARK
924 FLAG_UNDEAD
925
926 =head3 B<GRIMREAPER> - type 28 - Grimreapers
927
928 These type are mostly used for monsters, they give the
929 monster the ability to dissapear after 10 hits with AT_DRAIN.
930
931 =over 4
932
933 =item I<value> <number>
934
935 This field stores the hits the monster did yet.
936
937 =back
938
939 =head3 B<CREATOR> - type 42 - Object creators
940
941 Once a creator is activated by a connection it creates a number of objects
942 (cloned from it's inventory or a new object derived from the archetype
943 named in the other_arch slot).
944
945 If FLAG_LIVESAFE is set the number of uses is unlimited.
946
947 =over 4
948
949 =item I<hp> <number>
950
951 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
952 be used.
953
954 =item I<speed> <number>
955
956 If I<speed> is set the creator will create an object periodically,
957 see I<speed> and I<speed_left> fields in the general object field description
958 for more details.
959
960 =item I<slaying> <string>
961
962 If set the generated object's name and title will be set to this.
963
964 =item I<other_arch> <string>
965
966 If the inventory of the creator is empty new objects will be derived from the
967 archetype named by <string>.
968
969 =item I<connected> <number>
970
971 See generic object field description.
972
973 =back
974
975 =head3 B<DRINK> - type 54 - Drinkable stuff
976
977 See B<FOOD> description.
978
979 =head3 B<CHECK_INV> - type 64 - Inventory checkers
980
981 This object checks whether the player has a specific item in his
982 inventory when he moves above the inventory checker. If the player has
983 the item (or not, which can be controlled with a flag) a connection will be triggered.
984
985 If you set I<move_block> you can deny players and monsters to reach the space where
986 the inventory checker is on, see I<move_block> description below.
987
988 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
989 So matching one of those conditions is enough.
990
991 =over 4
992
993 =item I<move_block> <move type bitmask>
994
995 If you set this field to block a movetype the move code will block any moves
996 onto the space with the inventory checker, IF the moving object doesn't have
997 (or has - if I<last_sp> = 0) the item that the checker is searching for.
998
999 =item I<last_sp> (0|1)
1000
1001 If I<last_sp> is 1 'having' the item that is being checked for will
1002 activate the connection or make the space with the checker non-blocking.
1003 If I<last_sp> is 0 'not having' the item will activate the connection
1004 or make the space with the checker non-blocking.
1005
1006 =item I<last_heal> (0|1)
1007
1008 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1009 activates a connection and finds the item in the inventory.
1010
1011 (A inventory checker that blocks a space won't remove anything from inventories)
1012
1013 =item I<hp> <number>
1014
1015 If this field is not 0 the inventory checker will search for an object
1016 with the type id <number>.
1017
1018 =item I<slaying> <string>
1019
1020 If this field is set the inventory checker will search for an object that
1021 has the same string in the I<slaying> field (for example a key string of a key).
1022
1023 =item I<race> <string>
1024
1025 If this field is set the inventory checker will search for an object which
1026 has the archetype name that matches <string>.
1027
1028 =item I<connected> <connection id>
1029
1030 This is the connection that will be activated. The connection is
1031 'pushed' when someone enters the space with the inventory checker,
1032 and it is 'released' when he leaves it.
1033
1034 See also the description of the I<connected> field in the generic object field
1035 section.
1036
1037 =back
1038
1039 =head3 B<FLESH> - type 72 - Organs and body parts
1040
1041 See B<FOOD> description.
1042
1043 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1044
1045 A type for any object that has no special behaviour.
1046
1047 =head3 B<LAMP> - type 82 - A lamp
1048
1049 This object represents a lamp, that can be carried and switched
1050 on and off and has a certain amount of fuel in it.
1051
1052 A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1053 Each of them should point at the other one with it's I<other_arch> field.
1054
1055 See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1056
1057 If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1058 with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1059
1060 =over 4
1061
1062 =item I<glow_radius> <number>
1063
1064 The radius of the light that the lamp emits, see also I<glow_radius> in the
1065 generic object flags description.
1066
1067 =item I<speed> <number>
1068
1069 If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1070 lamp burns it's fuel (I<food>).
1071
1072 Setting FLAG_CHANGING makes only sense on the archetype which represents
1073 the 'on' state of the lamp.
1074
1075 See also the description of FLAG_CHANGING.
1076
1077 Lamps which have no FLAG_CHANGING set would also make sense and represent
1078 lamps that never burn up.
1079
1080 =item I<other_arch> <number>
1081
1082 This is the field that points to the 'other' archetype which represents the
1083 opposite state of the lamp. The newly from I<other_arch> derived object will
1084 replace the current object and will get the value of I<food> of the replaced object.
1085
1086 Rationale:
1087
1088 When the lamp (on) is applied a new object is derived from the archetype
1089 in I<other_arch> and the I<food> value is copied to it ('the fuel is
1090 transferred'). The new lamp (off) object has to have a I<other_arch> field
1091 which points to the archetype from which a lamp (on) can be derived.
1092
1093 =item I<food> <number>
1094
1095 This fields stands for the fuel of the lamp.
1096
1097 =back
1098
1099 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1100
1101 This type of objects multiplies objects that are above it when it is activated.
1102 You can even multiply by 0, which will destroy the object.
1103
1104 =over 4
1105
1106 =item I<level> <number>
1107
1108 The multiplicator, if set to 0 or lower it will destroy the objects above it.
1109
1110 =item I<other_arch> <string>
1111
1112 The archetype name of the objects that should be multiplied.
1113
1114 =item I<connected> <number>
1115
1116 See generic object field description.
1117
1118 =back
1119
1120 =head3 B<HOLE> - type 94 - Holes
1121
1122 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1123 opens and/or is completly open all objects above it fall through (more
1124 precisely: if their head is above the hole).
1125
1126 When the B<HOLE> is activated it's speed is set to 0.5.
1127
1128 These holes can only transfer the one who falls through to other coordinates
1129 on the same map.
1130
1131 =over 4
1132
1133 =item I<maxsp> (0|1)
1134
1135 This field negates the state of the connection: When maxsp is 1 the pit will
1136 open/close when the connection is deactivated. Otherwise it will open/close
1137 when the connection is activated. This field only has effect when the
1138 connection is triggered. So if you put a closed hole on a map, and the
1139 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1140 connection was triggered once.
1141
1142 =item I<connected> <connection id>
1143
1144 This is the connection id, which lets the hole opening or closing when
1145 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1146 at which connection state the object is activated.
1147
1148 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1149 the connection is released.
1150
1151 =item I<wc> <number> (internal)
1152
1153 This is an internal field. If it is greater than 0 it means that the hole is not
1154 yet fully open. More preciesly: this field is the animation-step and if it is
1155 set to the 'closed' step of the animation the hole is closed and if it is on
1156 the 'open' animation step (I<wc> = 0), the hole is open.
1157
1158 =item I<sp> <number>
1159
1160 The destination y coordinates on the same map.
1161
1162 =item I<hp> <number>
1163
1164 The destination x coordinates on the same map.
1165
1166 =back
1167
1168 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1169
1170 This type is doing the actual damage to the ones who were attacked
1171 via AT_POISON (or drank B<POISON>).
1172
1173 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1174 there for details).
1175
1176 =over 4
1177
1178 =item I<dam> <number>
1179
1180 Each time the poisoning is proccessed (which is determined by the I<speed> and
1181 I<speed_left> fields, see the general object fields description above) it hits
1182 the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1183 simply hit the player with no strings attached).
1184
1185 =item I<food> <number>
1186
1187 Just a note: The posioning is removed if I<food> == 1 and not if
1188 the whole I<duration> is up, because the B<POISONING> code has to remove
1189 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1190 deletes the B<POISONING> object.
1191
1192 =back
1193
1194 =head3 B<FORCE> - type 114 - Forces
1195
1196 Forces are a very 'thin' type. They don't have much behaviour other than
1197 disappearing after a time and/or affecting the player if they are in his
1198 inventory.
1199
1200 Forces only take effect on the player if they have FLAG_APPLIED set.
1201
1202 Whether the I<duration> field is processed or not per tick is controlled by the
1203 I<speed> and I<speed_left> fields. Look above in the generic object field description.
1204
1205 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1206 interpreter like described in the description of the FLAG_IS_USED_UP flag.
1207 BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1208 will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1209 removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1210 have good semantics on forces, try to avoid it.
1211
1212 =over 4
1213
1214 =item I<duration>
1215
1216 While this field is greater than 0 the force/object is not destroyed. It is
1217 decreased each tick by 1.
1218
1219 If it reaches 0 the force/object is destroyed.
1220
1221 This field can have this meaning for B<any> object if that object has
1222 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1223 what happens then.
1224
1225 =back
1226
1227 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1228
1229 This object is generated by the B<POTION> code when the potion is a resistance
1230 giving potion. It has mainly the same behaviour as a B<FORCE>.
1231
1232 The specialty of the potion effect is that the resistancy it gives is absolute,
1233 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1234 fire.
1235
1236 Multiple potion effects only give you the maximum of their resistancy.