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# 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<MOOD_FLOOR> - type 65 - change mood of monsters
344
345 speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
346 changes.
347
348 (based on value that last_sp takes):
349 0: 'furious' Makes all monsters aggressive
350 1: 'angry' As above but pets are unaffected
351 2: 'calm' Makes all monsters unaggressive
352 3: 'sleep' Puts all monsters to sleep
353 4: 'charm' Makes monster into a pet of person
354 who triggers the square. This setting
355 is not enabled for continous operation
356 5: 'destroy mons' destroy any monsters on this space
357 6: 'destroy pets' destroy friendly monsters on this space
358
359 =head3 B<TRANSPORT> - type 2 - Player transports
360
361 This type is implemented by the transport extension and has currently no special
362 fields that affect it.
363
364 =head3 B<ROD> - type 3 - Rods that fire spells
365
366 Rods contain spells and can be fired by a player.
367
368 =over 4
369
370 =item I<level> <number>
371
372 This field is used for calculating the spell level that can be fired
373 with this rod, it's also the maximum level of the spell that can be fired.
374 The level of the spell that is being fired depends mostly on
375 the 'use magic item' skill level of the player and 1/10 of the level of the
376 rod is added as bonus.
377
378 =item I<hp> <number>
379
380 The amount of spellpoints this rod has left.
381
382 =item I<maxhp> <number>
383
384 The maximum amount of spellpoints this rod has.
385
386 =item I<skill> <skill name>
387
388 This field determines which skill you need to apply this object.
389
390 =back
391
392 =head3 B<TREASURE> - type 4 - Treasures
393
394 This type of objects are for random treasure generation in maps.
395 If this object is applied by a player it will replace itself with it's
396 inventory. If it is automatically applied
397 generate a treasure and replace itself with the generated treasure.
398
399 Chests are also of this type, their treasures are generated by
400 the auto apply code on map instantiation.
401
402 =over 4
403
404 =item I<hp> <number>
405
406 The number of treasures to generate.
407
408 =item I<exp> <level>
409
410 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
411 and the difficulty for the treasurecode only depends on the maps difficulty,
412 otherwise the exp field has the following meaning:
413
414 If this field is not 0 it is passed as the difficulty
415 to the treasure generation code to determine how good, how much
416 worth a treasure is or what bonuses it is given by the treasure code.
417
418 If this field is not set or 0 the difficulty of the map is passed to the treasure
419 generation code.
420
421 =item I<randomitems> <treasurelist>
422
423 The treasurelist to use to generate the treasure which is put in the
424 treasure objects inventory.
425
426 =back
427
428 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
429
430 These objects contain a spell and will emit it on apply, which most
431 of the time has the meaning of 'drinking'.
432
433 If no resistancy field, stat field or attacktype is set and no spell
434 is put in the potion by the sp field or the randomitems the
435 potion will become an artifact and the artifact code decides which kind
436 of potion will be generated.
437
438 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
439 will yield an explosion and hurt the player.
440
441 =over 4
442
443 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
444
445 These stat fields determine how many stat points the player gets
446 when he applies this potion.
447
448 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
449
450 =item I<sp> <number>
451
452 If this field is set and the randomitems field is not set
453 the field is interpreted as spell number, please look the right
454 number up in common/loader.C.
455
456 If this field is set the randomitems field will be unset by the
457 map loading code.
458
459 =item I<attacktype> <attacktype>
460
461 This field has some special meaning in potions, currently the
462 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
463 restoration potion or improvement potion.
464 See include/attackinc.h for the bits of these types.
465
466 If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
467 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
468 set the player will be drained a random stat by inserting an ARCH_DEPLETION
469 into him.
470
471 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
472 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
473
474 =item I<resist_RESISTANCY> <number>
475
476 If this stat is set and no spell is in the potion the potion
477 will create a force that give the player this specific resistancy.
478 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
479 and the potion will last 10 times longer than the default force archetype
480 FORCE_NAME (at the moment of this writing spell/force.arc).
481
482 =item I<randomitems> <treasurelist>
483
484 The inventory/spell of the potion will be created by calling the treasure code
485 with the treasurelist specified here. (I guess it's highly undefined what
486 happens if there is not a spell in the potions inventory).
487
488 =item I<on_use_yield> <archetype>
489
490 When this object is applied an instance of <archetype> will be created.
491
492 =item I<subtypes> <potion subtype>
493
494 see include/spells.h for possible potion subtypes, there are currently 4:
495
496 =over 4
497
498 =item POT_SPELL
499
500 Unused, default behaiour of a potion.
501
502 =item POT_DUST
503
504 This potion can be thrown to cast the spell that it has in it's inventory,
505 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
506 server will log an error.
507
508 =item POT_FIGURINE
509
510 Unused, default behaiour of a potion.
511
512 =item POT_BALM
513
514 Unused, default behaiour of a potion.
515
516 =back
517
518 =back
519
520 =head3 B<FOOD> - type 6 - Eatable stuff
521
522 This is for objects that are representing general eatables like
523 beef or bread.
524
525 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
526 give different messages.
527
528 The specialty of B<FLESH> is that it inherits the resistancies of the
529 monsters it was generated in and will let dragons raise their resistancies
530 with that. If the monster has the B<POISON> attacktype the B<FLESH>
531 will change into B<POISON>.
532
533 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
534 and if he doesn't find any of that he will start eating B<FLESH>.
535
536 =over 4
537
538 =item I<title> <string>
539
540 If the food has B<title> set or is cursed it is considered 'special', which
541 means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
542 I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
543 on the player.
544
545 The higher the I<food> field is the longer the improvement of the player lasts
546 (except for I<hp> and I<sp>).
547
548 =item I<food> <number>
549
550 This is the amount of food points the player gets when he eats this.
551
552 =item I<on_use_yield> <archetype>
553
554 When this object is applied an instance of <archetype> will be created.
555
556 =back
557
558 =head3 B<POISON> - type 7 - Poisonous stuff
559
560 This type is for objects that can poison the player when he drinks/applies it.
561 When applied it will hit the attacked with AT_POISON and will create
562 a B<POISONING> object in the one who was hit.
563
564 =over 4
565
566 =item I<level> <number>
567
568 This field affects the propability of poisoning. The higher the level difference
569 between the one who is hit and the poision the more propable it is the attacked
570 one will be poisoned.
571
572 =item I<slaying> <race>
573
574 This field has the usual meaning of 'slaying', when the
575 poisoned's race matches the I<slaying> field the damage done by the poison
576 is multiplied by 3.
577
578 =item I<hp> <number>
579
580 This is the amount of damage the player will receive from applying this. The
581 attacktype AT_POISON will be used to hit the player and the damage will
582 determine the strenght, duration and depletion of stats of the poisoning. The
583 created B<POISONING> object which is being placed in the one who was attacked will
584 get the damage from this field (which is maybe adjusted by slaying or the
585 resistancies).
586
587 =item I<food> <number>
588
589 1/4 of <number> will be drained from the players I<food>.
590
591 =item I<on_use_yield> <archetype>
592
593 When this object is applied an instance of <archetype> will be created.
594
595 =back
596
597 =head3 B<BOOK> - type 8 - Readable books
598
599 This type is basically for representing text books in the game.
600
601 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
602
603 =over 4
604
605 =item I<msg> <text>
606
607 This is the contents of the book. When this field is unset
608 at treasure generation a random text will be inserted.
609
610 =item I<skill> <skill name>
611
612 The skill required to read this book. (The most resonable
613 skill would be literacy).
614
615 =item I<exp> <number>
616
617 The experience points the player get for reading this book.
618
619 =item I<subtype> <readable subtype>
620
621 This field determines the type of the readable.
622 Please see common/readable.C in the readable_message_types table.
623
624 =back
625
626 =head3 B<CLOCK> - type 9 - Clocks
627
628 This type of objects just display the time when being applied.
629
630 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
631
632 This is a spell effect of a moving bolt. It moves straigt forward
633 through the map until something blocks it.
634 If FLAG_REFLECTING is set it even reflects on walls.
635
636 FLAG_IS_TURNABLE should be set on these objects.
637
638 =over 4
639
640 =item I<move_type> <movetype>
641
642 This field affects the move type with which the lightning moves through
643 the map and which map cells will reflect or block it.
644
645 =item I<attacktype> <attacktype>
646
647 The attacktype with which it hits the objects on the map.
648
649 =item I<dam> <number>
650
651 The damage this bolt inflicts when it hits objects on the map.
652
653 =item I<Dex> <number>
654
655 This is the fork percentage, it is reduced by 10 per fork.
656 And the I<dam> field is halved on each fork.
657
658 =item I<Con> (internal)
659
660 This value is a percentage of which the forking lightning
661 is deflected to the left. This value should be mostly used internally.
662
663 =item I<duration> <number>
664
665 The duration the bolt stays on a map cell. This field is decreased each time
666 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
667 the generic object field description).
668
669 =item I<range> <number>
670
671 This is the range of the bolt, each space it advances this field is decreased.
672
673 =back
674
675 =head3 B<ARROW> - type 13 - Arrows
676
677 This is the type for objects that represent projectiles like arrows.
678 The movement of B<THROWN_OBJ>s behave similar to this type.
679
680 Flying arrows are stopped either when they hit something blocking
681 (I<move_block>) or something which is alive.
682 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
683 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
684 damage with a small chance which is affected by the I<level> field of the arrow.
685
686 If FLAG_REFLECTING is set on the arrow it will bounce off everything
687 that is not alive and blocks it's movement.
688
689 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
690 fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
691 the object, to restore them once the arrow has been stopped.
692
693 =over 4
694
695 =item I<dam> <number>
696
697 The amount of damage that is being done to the victim that gets hit.
698 This field is recomputed when the arrow is fired and will consist
699 of the sum of a damage bonus (see description of the B<BOW> type),
700 the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
701 and the arrows I<magic> field.
702
703 =item I<wc> <number>
704
705 The weapon class of the arrow, which has effect on the propability of hitting.
706
707 It is recomputed when the arrow is being fired by this formula:
708
709 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
710 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
711
712 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
713 level is not added.
714
715 wc_mod is dependend on the fire mode of the bow. For a more detailed
716 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
717
718 =item I<magic> <number>
719
720 This field is added to the damage of the arrow when it is shot and
721 will also improve it's I<speed> by 1/5 of it's value.
722
723 =item I<attacktype> <attacktype>
724
725 Bitfield which decides the attacktype of the damage, see include/attackinc.h
726 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
727
728 =item I<level> <number> (interally used)
729
730 The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
731 see above in the B<ARROW> description.
732
733 The I<level> is set when the arrow is fired to either the skill level or the
734 shooters level.
735
736 =item I<speed> <number> (internal)
737
738 This field shouldn't be set directly in the archetype, the arrow will get it's
739 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
740 arrow will be stopped immediatly.
741
742 On fireing the I<speed> of the arrow is computed of 1/5 of the
743 sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
744 of the bows I<dam> field is added to the I<speed> of the arrow.
745
746 The minimum I<speed> of an arrow is 1.0.
747
748 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
749
750 If the I<speed> is above 10.0 it goes straight through the creature it hits and
751 it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
752 stopped and either sticked into the victim (see I<weight> field description) or
753 put on it's map square (if it didn't break, see description of the I<food> field).
754
755 =item I<weight> <number>
756
757 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
758 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
759
760 =item I<food> <number>
761
762 The breaking percentage. 100 (%) means: breaks on usage for sure.
763
764 =item I<inventory> (internal)
765
766 If the flying/moving object has something in it's inventory and it stops, it
767 will be replaced with it's inventory. Otherwise it will be handled as usual,
768 which means: it will be calculated whether the arrow breaks and it will be
769 reset for reuse.
770
771 =item I<slaying> <string>
772
773 When the bow that fires this arrow has it's I<slaying> field set it is copied
774 to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
775
776 =item I<move_type> <movetype> (internally used)
777
778 This field is set when the arrow is shot to MOVE_FLY_LOW.
779
780 =item I<move_on> <movetype> (internally used)
781
782 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
783
784 =item I<race> <string>
785
786 The I<race> field is a unique key that assigns arrows, bows and quivers. When
787 shooting an arrow the bows I<race> is used to search for arrows (which have the
788 same I<race> as the bow) in the players inventory and will recursively search in
789 the containers (which are applied and have the same I<race> as the bow and the arrow).
790
791 =back
792
793 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
794
795 TODO, but take into account B<ARROW> description above!
796
797 =head3 B<WEAPON> - type 15 - Weapons
798
799 This type is for general hack and slash weapons like swords, maces
800 and daggers and and ....
801
802 =over 4
803
804 =item I<weapontype> <type id>
805
806 decides what attackmessages are generated, see include/define.h
807
808 =item I<attacktype> <bitmask>
809
810 bitfield which decides the attacktype of the damage, see include/attackinc.h
811
812 =item I<dam> <number>
813
814 amount of damage being done with the attacktype
815
816 =item I<item_power> <level>
817
818 the itempower of this weapon.
819
820 =item I<name>
821
822 the name of the weapon.
823
824 =item I<level> (internal)
825
826 The improvement state of the weapon.
827 If this field is greater than 0 the I<name> field starts with the
828 characters name who improved this weapon.
829
830 =item I<last_eat> (internal)
831
832 This seems to be the amount of improvements of a weapon,
833 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
834
835 ((who->level / 5) + 5) >= op->last_eat
836
837 =item I<last_sp>
838
839 the weapon speed (see magic description)
840
841 =item I<food> <number>
842
843 addition to food regeneration of the player
844
845 =item I<hp> <number>
846
847 addition to health regeneration
848
849 =item I<sp> <number>
850
851 addition to mana regeneration
852
853 =item I<grace> <number>
854
855 addititon to grace regeneration
856
857 =item I<gen_sp_armour> <number>
858
859 the players I<gen_sp_armour> field (which is per default 10) is being added the
860 <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
861 do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
862 I<gen_sp_armour> limits the amout of regenerated spellpoints.
863
864 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
865 I<sp> regeneration.
866
867 =item I<body_BODYSLOT>
868
869 The part of the body you need to use this weapon, possible values should be
870 looked up in common/item.C at body_locations.
871
872 =item I<resist_RESISTNACY> <number>
873
874 this is the factor with which the difference of the players resistancy and 100%
875 is multiplied, something like this:
876
877 additional_resistancy = (100 - current_resistanct) * (<number>/100)
878
879 if <number> is negative it is added to the total vulnerabilities,
880 and later the total resistance is decided by:
881
882 'total resistance = total protections - total vulnerabilities'
883
884 see also common/living.C:fix_player
885
886 =item I<path_(attuned|repelled|denied)>
887
888 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
889 for the pathes.
890
891 =item I<luck> <number>
892
893 this luck is added to the players I<luck>
894
895 =item I<move_type>
896
897 if the weapon has a I<move_type> set the player inherits it's I<move_type>
898
899 =item I<exp> <number>
900
901 the added_speed and bonus_speed of the player is raised by <number>/3.
902 if <number> < 0 then the added_speed is decreased by <number>
903
904 =item I<weight>
905
906 the weight of the weapon
907
908 =item I<magic>
909
910 the I<magic> field affects the amounts of the following fields:
911
912 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
913
914 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
915
916 - dam: the players dam is adjusted by: player->dam += (dam + magic)
917
918 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
919 (minium is 0)
920
921 =item I<ac> <number>
922
923 the amount of ac points the player's I<ac> is decreased when applying this object.
924
925 =item I<wc> <number>
926
927 the amount of wc points the player's I<wc> is decreased when applying this object.
928
929 =back
930
931 =head4 Player inherits following flags from weapons:
932
933 FLAG_LIFESAVE
934 FLAG_REFL_SPELL
935 FLAG_REFL_MISSILE
936 FLAG_STEALTH
937 FLAG_XRAYS
938 FLAG_BLIND
939 FLAG_SEE_IN_DARK
940 FLAG_UNDEAD
941
942 =head3 B<GRIMREAPER> - type 28 - Grimreapers
943
944 These type are mostly used for monsters, they give the
945 monster the ability to dissapear after 10 hits with AT_DRAIN.
946
947 =over 4
948
949 =item I<value> <number>
950
951 This field stores the hits the monster did yet.
952
953 =back
954
955 =head3 B<CREATOR> - type 42 - Object creators
956
957 Once a creator is activated by a connection it creates a number of objects
958 (cloned from it's inventory or a new object derived from the archetype
959 named in the other_arch slot).
960
961 If FLAG_LIVESAFE is set the number of uses is unlimited.
962
963 =over 4
964
965 =item I<hp> <number>
966
967 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
968 be used.
969
970 =item I<speed> <number>
971
972 If I<speed> is set the creator will create an object periodically,
973 see I<speed> and I<speed_left> fields in the general object field description
974 for more details.
975
976 =item I<slaying> <string>
977
978 If set the generated object's name and title will be set to this.
979
980 =item I<other_arch> <string>
981
982 If the inventory of the creator is empty new objects will be derived from the
983 archetype named by <string>.
984
985 =item I<connected> <number>
986
987 See generic object field description.
988
989 =back
990
991 =head3 B<DRINK> - type 54 - Drinkable stuff
992
993 See B<FOOD> description.
994
995 =head3 B<CHECK_INV> - type 64 - Inventory checkers
996
997 This object checks whether the player has a specific item in his
998 inventory when he moves above the inventory checker. If the player has
999 the item (or not, which can be controlled with a flag) a connection will be triggered.
1000
1001 If you set I<move_block> you can deny players and monsters to reach the space where
1002 the inventory checker is on, see I<move_block> description below.
1003
1004 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1005 So matching one of those conditions is enough.
1006
1007 =over 4
1008
1009 =item I<move_block> <move type bitmask>
1010
1011 If you set this field to block a movetype the move code will block any moves
1012 onto the space with the inventory checker, IF the moving object doesn't have
1013 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1014
1015 =item I<last_sp> (0|1)
1016
1017 If I<last_sp> is 1 'having' the item that is being checked for will
1018 activate the connection or make the space with the checker non-blocking.
1019 If I<last_sp> is 0 'not having' the item will activate the connection
1020 or make the space with the checker non-blocking.
1021
1022 =item I<last_heal> (0|1)
1023
1024 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1025 activates a connection and finds the item in the inventory.
1026
1027 (A inventory checker that blocks a space won't remove anything from inventories)
1028
1029 =item I<hp> <number>
1030
1031 If this field is not 0 the inventory checker will search for an object
1032 with the type id <number>.
1033
1034 =item I<slaying> <string>
1035
1036 If this field is set the inventory checker will search for an object that
1037 has the same string in the I<slaying> field (for example a key string of a key).
1038
1039 =item I<race> <string>
1040
1041 If this field is set the inventory checker will search for an object which
1042 has the archetype name that matches <string>.
1043
1044 =item I<connected> <connection id>
1045
1046 This is the connection that will be activated. The connection is
1047 'pushed' when someone enters the space with the inventory checker,
1048 and it is 'released' when he leaves it.
1049
1050 See also the description of the I<connected> field in the generic object field
1051 section.
1052
1053 =back
1054
1055 =head3 B<FLESH> - type 72 - Organs and body parts
1056
1057 See B<FOOD> description.
1058
1059 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1060
1061 A type for any object that has no special behaviour.
1062
1063 =head3 B<LAMP> - type 82 - A lamp
1064
1065 This object represents a lamp, that can be carried and switched
1066 on and off and has a certain amount of fuel in it.
1067
1068 A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1069 Each of them should point at the other one with it's I<other_arch> field.
1070
1071 See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1072
1073 If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1074 with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1075
1076 =over 4
1077
1078 =item I<glow_radius> <number>
1079
1080 The radius of the light that the lamp emits, see also I<glow_radius> in the
1081 generic object flags description.
1082
1083 =item I<speed> <number>
1084
1085 If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1086 lamp burns it's fuel (I<food>).
1087
1088 Setting FLAG_CHANGING makes only sense on the archetype which represents
1089 the 'on' state of the lamp.
1090
1091 See also the description of FLAG_CHANGING.
1092
1093 Lamps which have no FLAG_CHANGING set would also make sense and represent
1094 lamps that never burn up.
1095
1096 =item I<other_arch> <number>
1097
1098 This is the field that points to the 'other' archetype which represents the
1099 opposite state of the lamp. The newly from I<other_arch> derived object will
1100 replace the current object and will get the value of I<food> of the replaced object.
1101
1102 Rationale:
1103
1104 When the lamp (on) is applied a new object is derived from the archetype
1105 in I<other_arch> and the I<food> value is copied to it ('the fuel is
1106 transferred'). The new lamp (off) object has to have a I<other_arch> field
1107 which points to the archetype from which a lamp (on) can be derived.
1108
1109 =item I<food> <number>
1110
1111 This fields stands for the fuel of the lamp.
1112
1113 =back
1114
1115 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1116
1117 This type of objects multiplies objects that are above it when it is activated.
1118 You can even multiply by 0, which will destroy the object.
1119
1120 =over 4
1121
1122 =item I<level> <number>
1123
1124 The multiplicator, if set to 0 or lower it will destroy the objects above it.
1125
1126 =item I<other_arch> <string>
1127
1128 The archetype name of the objects that should be multiplied.
1129
1130 =item I<connected> <number>
1131
1132 See generic object field description.
1133
1134 =back
1135
1136 =head3 B<HOLE> - type 94 - Holes
1137
1138 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1139 opens and/or is completly open all objects above it fall through (more
1140 precisely: if their head is above the hole).
1141
1142 When the B<HOLE> is activated it's speed is set to 0.5.
1143
1144 These holes can only transfer the one who falls through to other coordinates
1145 on the same map.
1146
1147 =over 4
1148
1149 =item I<maxsp> (0|1)
1150
1151 This field negates the state of the connection: When maxsp is 1 the pit will
1152 open/close when the connection is deactivated. Otherwise it will open/close
1153 when the connection is activated. This field only has effect when the
1154 connection is triggered. So if you put a closed hole on a map, and the
1155 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1156 connection was triggered once.
1157
1158 =item I<connected> <connection id>
1159
1160 This is the connection id, which lets the hole opening or closing when
1161 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1162 at which connection state the object is activated.
1163
1164 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1165 the connection is released.
1166
1167 =item I<wc> <number> (internal)
1168
1169 This is an internal field. If it is greater than 0 it means that the hole is not
1170 yet fully open. More preciesly: this field is the animation-step and if it is
1171 set to the 'closed' step of the animation the hole is closed and if it is on
1172 the 'open' animation step (I<wc> = 0), the hole is open.
1173
1174 =item I<sp> <number>
1175
1176 The destination y coordinates on the same map.
1177
1178 =item I<hp> <number>
1179
1180 The destination x coordinates on the same map.
1181
1182 =back
1183
1184 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1185
1186 This type is doing the actual damage to the ones who were attacked
1187 via AT_POISON (or drank B<POISON>).
1188
1189 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1190 there for details).
1191
1192 =over 4
1193
1194 =item I<dam> <number>
1195
1196 Each time the poisoning is proccessed (which is determined by the I<speed> and
1197 I<speed_left> fields, see the general object fields description above) it hits
1198 the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1199 simply hit the player with no strings attached).
1200
1201 =item I<food> <number>
1202
1203 Just a note: The posioning is removed if I<food> == 1 and not if
1204 the whole I<duration> is up, because the B<POISONING> code has to remove
1205 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1206 deletes the B<POISONING> object.
1207
1208 =back
1209
1210 =head3 B<FORCE> - type 114 - Forces
1211
1212 Forces are a very 'thin' type. They don't have much behaviour other than
1213 disappearing after a time and/or affecting the player if they are in his
1214 inventory.
1215
1216 Forces only take effect on the player if they have FLAG_APPLIED set.
1217
1218 Whether the I<duration> field is processed or not per tick is controlled by the
1219 I<speed> and I<speed_left> fields. Look above in the generic object field description.
1220
1221 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1222 interpreter like described in the description of the FLAG_IS_USED_UP flag.
1223 BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1224 will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1225 removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1226 have good semantics on forces, try to avoid it.
1227
1228 =over 4
1229
1230 =item I<duration>
1231
1232 While this field is greater than 0 the force/object is not destroyed. It is
1233 decreased each tick by 1.
1234
1235 If it reaches 0 the force/object is destroyed.
1236
1237 This field can have this meaning for B<any> object if that object has
1238 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1239 what happens then.
1240
1241 =back
1242
1243 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1244
1245 This object is generated by the B<POTION> code when the potion is a resistance
1246 giving potion. It has mainly the same behaviour as a B<FORCE>.
1247
1248 The specialty of the potion effect is that the resistancy it gives is absolute,
1249 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1250 fire.
1251
1252 Multiple potion effects only give you the maximum of their resistancy.