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Revision: 1.23
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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>, B<HORN> - type 3, 35 - 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. Recharges at a rate of C<1 +
381 maxhp/10> per tick.
382
383 =item I<maxhp> <number>
384
385 The maximum amount of spellpoints this rod has.
386
387 =item I<skill> <skill name>
388
389 This field determines which skill you need to apply this object.
390
391 =back
392
393 =head3 B<TREASURE> - type 4 - Treasures
394
395 This type of objects are for random treasure generation in maps.
396 If this object is applied by a player it will replace itself with it's
397 inventory. If it is automatically applied
398 generate a treasure and replace itself with the generated treasure.
399
400 Chests are also of this type, their treasures are generated by
401 the auto apply code on map instantiation.
402
403 =over 4
404
405 =item I<hp> <number>
406
407 The number of treasures to generate.
408
409 =item I<exp> <level>
410
411 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
412 and the difficulty for the treasurecode only depends on the maps difficulty,
413 otherwise the exp field has the following meaning:
414
415 If this field is not 0 it is passed as the difficulty
416 to the treasure generation code to determine how good, how much
417 worth a treasure is or what bonuses it is given by the treasure code.
418
419 If this field is not set or 0 the difficulty of the map is passed to the treasure
420 generation code.
421
422 =item I<randomitems> <treasurelist>
423
424 The treasurelist to use to generate the treasure which is put in the
425 treasure objects inventory.
426
427 =back
428
429 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
430
431 These objects contain a spell and will emit it on apply, which most
432 of the time has the meaning of 'drinking'.
433
434 If no resistancy field, stat field or attacktype is set and no spell
435 is put in the potion by the sp field or the randomitems the
436 potion will become an artifact and the artifact code decides which kind
437 of potion will be generated.
438
439 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
440 will yield an explosion and hurt the player.
441
442 =over 4
443
444 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
445
446 These stat fields determine how many stat points the player gets
447 when he applies this potion.
448
449 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
450
451 =item I<sp> <number>
452
453 If this field is set and the randomitems field is not set
454 the field is interpreted as spell number, please look the right
455 number up in common/loader.C.
456
457 If this field is set the randomitems field will be unset by the
458 map loading code.
459
460 =item I<attacktype> <attacktype>
461
462 This field has some special meaning in potions, currently the
463 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
464 restoration potion or improvement potion.
465 See include/attackinc.h for the bits of these types.
466
467 If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
468 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
469 set the player will be drained a random stat by inserting an ARCH_DEPLETION
470 into him.
471
472 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
473 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
474
475 =item I<resist_RESISTANCY> <number>
476
477 If this stat is set and no spell is in the potion the potion
478 will create a force that give the player this specific resistancy.
479 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
480 and the potion will last 10 times longer than the default force archetype
481 FORCE_NAME (at the moment of this writing spell/force.arc).
482
483 =item I<randomitems> <treasurelist>
484
485 The inventory/spell of the potion will be created by calling the treasure code
486 with the treasurelist specified here. (I guess it's highly undefined what
487 happens if there is not a spell in the potions inventory).
488
489 =item I<on_use_yield> <archetype>
490
491 When this object is applied an instance of <archetype> will be created.
492
493 =item I<subtypes> <potion subtype>
494
495 see include/spells.h for possible potion subtypes, there are currently 4:
496
497 =over 4
498
499 =item POT_SPELL
500
501 Unused, default behaiour of a potion.
502
503 =item POT_DUST
504
505 This potion can be thrown to cast the spell that it has in it's inventory,
506 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
507 server will log an error.
508
509 =item POT_FIGURINE
510
511 Unused, default behaiour of a potion.
512
513 =item POT_BALM
514
515 Unused, default behaiour of a potion.
516
517 =back
518
519 =back
520
521 =head3 B<FOOD> - type 6 - Eatable stuff
522
523 This is for objects that are representing general eatables like
524 beef or bread.
525
526 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
527 give different messages.
528
529 The specialty of B<FLESH> is that it inherits the resistancies of the
530 monsters it was generated in and will let dragons raise their resistancies
531 with that. If the monster has the B<POISON> attacktype the B<FLESH>
532 will change into B<POISON>.
533
534 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
535 and if he doesn't find any of that he will start eating B<FLESH>.
536
537 =over 4
538
539 =item I<title> <string>
540
541 If the food has B<title> set or is cursed it is considered 'special', which
542 means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
543 I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
544 on the player.
545
546 The higher the I<food> field is the longer the improvement of the player lasts
547 (except for I<hp> and I<sp>).
548
549 =item I<food> <number>
550
551 This is the amount of food points the player gets when he eats this.
552
553 =item I<on_use_yield> <archetype>
554
555 When this object is applied an instance of <archetype> will be created.
556
557 =back
558
559 =head3 B<POISON> - type 7 - Poisonous stuff
560
561 This type is for objects that can poison the player when he drinks/applies it.
562 When applied it will hit the attacked with AT_POISON and will create
563 a B<POISONING> object in the one who was hit.
564
565 =over 4
566
567 =item I<level> <number>
568
569 This field affects the propability of poisoning. The higher the level difference
570 between the one who is hit and the poision the more propable it is the attacked
571 one will be poisoned.
572
573 =item I<slaying> <race>
574
575 This field has the usual meaning of 'slaying', when the
576 poisoned's race matches the I<slaying> field the damage done by the poison
577 is multiplied by 3.
578
579 =item I<hp> <number>
580
581 This is the amount of damage the player will receive from applying this. The
582 attacktype AT_POISON will be used to hit the player and the damage will
583 determine the strenght, duration and depletion of stats of the poisoning. The
584 created B<POISONING> object which is being placed in the one who was attacked will
585 get the damage from this field (which is maybe adjusted by slaying or the
586 resistancies).
587
588 =item I<food> <number>
589
590 1/4 of <number> will be drained from the players I<food>.
591
592 =item I<on_use_yield> <archetype>
593
594 When this object is applied an instance of <archetype> will be created.
595
596 =back
597
598 =head3 B<BOOK> - type 8 - Readable books
599
600 This type is basically for representing text books in the game.
601
602 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
603
604 =over 4
605
606 =item I<msg> <text>
607
608 This is the contents of the book. When this field is unset
609 at treasure generation a random text will be inserted.
610
611 =item I<skill> <skill name>
612
613 The skill required to read this book. (The most resonable
614 skill would be literacy).
615
616 =item I<exp> <number>
617
618 The experience points the player get for reading this book.
619
620 =item I<subtype> <readable subtype>
621
622 This field determines the type of the readable.
623 Please see common/readable.C in the readable_message_types table.
624
625 =back
626
627 =head3 B<CLOCK> - type 9 - Clocks
628
629 This type of objects just display the time when being applied.
630
631 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
632
633 This is a spell effect of a moving bolt. It moves straigt forward
634 through the map until something blocks it.
635 If FLAG_REFLECTING is set it even reflects on walls.
636
637 FLAG_IS_TURNABLE should be set on these objects.
638
639 =over 4
640
641 =item I<move_type> <movetype>
642
643 This field affects the move type with which the lightning moves through
644 the map and which map cells will reflect or block it.
645
646 =item I<attacktype> <attacktype>
647
648 The attacktype with which it hits the objects on the map.
649
650 =item I<dam> <number>
651
652 The damage this bolt inflicts when it hits objects on the map.
653
654 =item I<Dex> <number>
655
656 This is the fork percentage, it is reduced by 10 per fork.
657 And the I<dam> field is halved on each fork.
658
659 =item I<Con> (internal)
660
661 This value is a percentage of which the forking lightning
662 is deflected to the left. This value should be mostly used internally.
663
664 =item I<duration> <number>
665
666 The duration the bolt stays on a map cell. This field is decreased each time
667 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
668 the generic object field description).
669
670 =item I<range> <number>
671
672 This is the range of the bolt, each space it advances this field is decreased.
673
674 =back
675
676 =head3 B<ARROW> - type 13 - Arrows
677
678 This is the type for objects that represent projectiles like arrows.
679 The movement of B<THROWN_OBJ>s behave similar to this type.
680
681 Flying arrows are stopped either when they hit something blocking
682 (I<move_block>) or something which is alive.
683 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
684 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
685 damage with a small chance which is affected by the I<level> field of the arrow.
686
687 If FLAG_REFLECTING is set on the arrow it will bounce off everything
688 that is not alive and blocks it's movement.
689
690 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
691 fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
692 the object, to restore them once the arrow has been stopped.
693
694 =over 4
695
696 =item I<dam> <number>
697
698 The amount of damage that is being done to the victim that gets hit.
699 This field is recomputed when the arrow is fired and will consist
700 of the sum of a damage bonus (see description of the B<BOW> type),
701 the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
702 and the arrows I<magic> field.
703
704 =item I<wc> <number>
705
706 The weapon class of the arrow, which has effect on the propability of hitting.
707
708 It is recomputed when the arrow is being fired by this formula:
709
710 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
711 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
712
713 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
714 level is not added.
715
716 wc_mod is dependend on the fire mode of the bow. For a more detailed
717 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
718
719 =item I<magic> <number>
720
721 This field is added to the damage of the arrow when it is shot and
722 will also improve it's I<speed> by 1/5 of it's value.
723
724 =item I<attacktype> <attacktype>
725
726 Bitfield which decides the attacktype of the damage, see include/attackinc.h
727 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
728
729 =item I<level> <number> (interally used)
730
731 The level of the arrow, this affects the propability of piercing FLAG_REFL_MISSILE,
732 see above in the B<ARROW> description.
733
734 The I<level> is set when the arrow is fired to either the skill level or the
735 shooters level.
736
737 =item I<speed> <number> (internal)
738
739 This field shouldn't be set directly in the archetype, the arrow will get it's
740 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
741 arrow will be stopped immediatly.
742
743 On fireing the I<speed> of the arrow is computed of 1/5 of the
744 sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
745 of the bows I<dam> field is added to the I<speed> of the arrow.
746
747 The minimum I<speed> of an arrow is 1.0.
748
749 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
750
751 If the I<speed> is above 10.0 it goes straight through the creature it hits and
752 it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
753 stopped and either sticked into the victim (see I<weight> field description) or
754 put on it's map square (if it didn't break, see description of the I<food> field).
755
756 =item I<weight> <number>
757
758 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
759 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
760
761 =item I<food> <number>
762
763 The breaking percentage. 100 (%) means: breaks on usage for sure.
764
765 =item I<inventory> (internal)
766
767 If the flying/moving object has something in it's inventory and it stops, it
768 will be replaced with it's inventory. Otherwise it will be handled as usual,
769 which means: it will be calculated whether the arrow breaks and it will be
770 reset for reuse.
771
772 =item I<slaying> <string>
773
774 When the bow that fires this arrow has it's I<slaying> field set it is copied
775 to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
776
777 =item I<move_type> <movetype> (internally used)
778
779 This field is set when the arrow is shot to MOVE_FLY_LOW.
780
781 =item I<move_on> <movetype> (internally used)
782
783 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
784
785 =item I<race> <string>
786
787 The I<race> field is a unique key that assigns arrows, bows and quivers. When
788 shooting an arrow the bows I<race> is used to search for arrows (which have the
789 same I<race> as the bow) in the players inventory and will recursively search in
790 the containers (which are applied and have the same I<race> as the bow and the arrow).
791
792 =back
793
794 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
795
796 TODO, but take into account B<ARROW> description above!
797
798 =head3 B<WEAPON> - type 15 - Weapons
799
800 This type is for general hack and slash weapons like swords, maces
801 and daggers and and ....
802
803 =over 4
804
805 =item I<weapontype> <type id>
806
807 decides what attackmessages are generated, see include/define.h
808
809 =item I<attacktype> <bitmask>
810
811 bitfield which decides the attacktype of the damage, see include/attackinc.h
812
813 =item I<dam> <number>
814
815 amount of damage being done with the attacktype
816
817 =item I<item_power> <level>
818
819 the itempower of this weapon.
820
821 =item I<name>
822
823 the name of the weapon.
824
825 =item I<level> (internal)
826
827 The improvement state of the weapon.
828 If this field is greater than 0 the I<name> field starts with the
829 characters name who improved this weapon.
830
831 =item I<last_eat> (internal)
832
833 This seems to be the amount of improvements of a weapon,
834 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
835
836 ((who->level / 5) + 5) >= op->last_eat
837
838 =item I<last_sp>
839
840 the weapon speed (see magic description)
841
842 =item I<food> <number>
843
844 addition to food regeneration of the player
845
846 =item I<hp> <number>
847
848 addition to health regeneration
849
850 =item I<sp> <number>
851
852 addition to mana regeneration
853
854 =item I<grace> <number>
855
856 addititon to grace regeneration
857
858 =item I<gen_sp_armour> <number>
859
860 the players I<gen_sp_armour> field (which is per default 10) is being added the
861 <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
862 do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
863 I<gen_sp_armour> limits the amout of regenerated spellpoints.
864
865 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
866 I<sp> regeneration.
867
868 =item I<body_BODYSLOT>
869
870 The part/slot of the body you need to use this weapon, possible values for
871 C<BODYSLOT> should be looked up in common/item.C at body_locations.
872
873 The value (in the range C<-7..7>) gives the number of those body slots
874 used up by the item (if negative) or the number of body slots this object
875 has (if positive, e.g. for monsters or players). The special value C<0>
876 indicates that this object cannot equip items requiring these body slots.
877
878 =item I<resist_RESISTANCY> <number>
879
880 this is the factor with which the difference of the players resistancy and 100%
881 is multiplied, something like this:
882
883 additional_resistancy = (100 - current_resistancy) * (<number>/100)
884
885 if <number> is negative it is added to the total vulnerabilities,
886 and later the total resistance is decided by:
887
888 'total resistance = total protections - total vulnerabilities'
889
890 see also common/living.C:fix_player.
891
892 =item I<path_(attuned|repelled|denied)>
893
894 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
895 for the pathes.
896
897 =item I<luck> <number>
898
899 this luck is added to the players I<luck>
900
901 =item I<move_type>
902
903 if the weapon has a I<move_type> set the player inherits it's I<move_type>
904
905 =item I<exp> <number>
906
907 the added_speed and bonus_speed of the player is raised by <number>/3.
908 if <number> < 0 then the added_speed is decreased by <number>
909
910 =item I<weight>
911
912 the weight of the weapon
913
914 =item I<magic>
915
916 the I<magic> field affects the amounts of the following fields:
917
918 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
919
920 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
921
922 - dam: the players dam is adjusted by: player->dam += (dam + magic)
923
924 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
925 (minium is 0)
926
927 =item I<ac> <number>
928
929 the amount of ac points the player's I<ac> is decreased when applying this object.
930
931 =item I<wc> <number>
932
933 the amount of wc points the player's I<wc> is decreased when applying this object.
934
935 =back
936
937 =head4 Player inherits following flags from weapons:
938
939 FLAG_LIFESAVE
940 FLAG_REFL_SPELL
941 FLAG_REFL_MISSILE
942 FLAG_STEALTH
943 FLAG_XRAYS
944 FLAG_BLIND
945 FLAG_SEE_IN_DARK
946 FLAG_UNDEAD
947
948 =head3 B<GRIMREAPER> - type 28 - Grimreapers
949
950 These type are mostly used for monsters, they give the
951 monster the ability to dissapear after 10 hits with AT_DRAIN.
952
953 =over 4
954
955 =item I<value> <number>
956
957 This field stores the hits the monster did yet.
958
959 =back
960
961 =head3 B<CREATOR> - type 42 - Object creators
962
963 Once a creator is activated by a connection it creates a number of objects
964 (cloned from it's inventory or a new object derived from the archetype
965 named in the other_arch slot).
966
967 If FLAG_LIVESAFE is set the number of uses is unlimited.
968
969 =over 4
970
971 =item I<hp> <number>
972
973 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
974 be used.
975
976 =item I<speed> <number>
977
978 If I<speed> is set the creator will create an object periodically,
979 see I<speed> and I<speed_left> fields in the general object field description
980 for more details.
981
982 =item I<slaying> <string>
983
984 If set the generated object's name and title will be set to this.
985
986 =item I<other_arch> <string>
987
988 If the inventory of the creator is empty new objects will be derived from the
989 archetype named by <string>.
990
991 =item I<connected> <number>
992
993 See generic object field description.
994
995 =back
996
997 =head3 B<DRINK> - type 54 - Drinkable stuff
998
999 See B<FOOD> description.
1000
1001 =head3 B<CHECK_INV> - type 64 - Inventory checkers
1002
1003 This object checks whether the player has a specific item in his
1004 inventory when he moves above the inventory checker. If the player has
1005 the item (or not, which can be controlled with a flag) a connection will be triggered.
1006
1007 If you set I<move_block> you can deny players and monsters to reach the space where
1008 the inventory checker is on, see I<move_block> description below.
1009
1010 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1011 So matching one of those conditions is enough.
1012
1013 =over 4
1014
1015 =item I<move_block> <move type bitmask>
1016
1017 If you set this field to block a movetype the move code will block any moves
1018 onto the space with the inventory checker, IF the moving object doesn't have
1019 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1020
1021 =item I<last_sp> (0|1)
1022
1023 If I<last_sp> is 1 'having' the item that is being checked for will
1024 activate the connection or make the space with the checker non-blocking.
1025 If I<last_sp> is 0 'not having' the item will activate the connection
1026 or make the space with the checker non-blocking.
1027
1028 =item I<last_heal> (0|1)
1029
1030 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1031 activates a connection and finds the item in the inventory.
1032
1033 (A inventory checker that blocks a space won't remove anything from inventories)
1034
1035 =item I<hp> <number>
1036
1037 If this field is not 0 the inventory checker will search for an object
1038 with the type id <number>.
1039
1040 =item I<slaying> <string>
1041
1042 If this field is set the inventory checker will search for an object that
1043 has the same string in the I<slaying> field (for example a key string of a key).
1044
1045 =item I<race> <string>
1046
1047 If this field is set the inventory checker will search for an object which
1048 has the archetype name that matches <string>.
1049
1050 =item I<connected> <connection id>
1051
1052 This is the connection that will be activated. The connection is
1053 'pushed' when someone enters the space with the inventory checker,
1054 and it is 'released' when he leaves it.
1055
1056 See also the description of the I<connected> field in the generic object field
1057 section.
1058
1059 =back
1060
1061 =head3 B<FLESH> - type 72 - Organs and body parts
1062
1063 See B<FOOD> description.
1064
1065 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1066
1067 A type for any object that has no special behaviour.
1068
1069 =head3 B<LAMP> - type 82 - A lamp
1070
1071 This object represents a lamp, that can be carried and switched
1072 on and off and has a certain amount of fuel in it.
1073
1074 A lamp consists of two archetypes: the 'on' archetype and the 'off' archetype.
1075 Each of them should point at the other one with it's I<other_arch> field.
1076
1077 See the I<other_arch> field for the behaviour of a lamp object when it is applied.
1078
1079 If this object has FLAG_IS_LIGHTABLE set the lamp can be turned on and off
1080 with a B<LIGHTER>, see also the description of FLAG_IS_LIGHTABLE.
1081
1082 =over 4
1083
1084 =item I<glow_radius> <number>
1085
1086 The radius of the light that the lamp emits, see also I<glow_radius> in the
1087 generic object flags description.
1088
1089 =item I<speed> <number>
1090
1091 If FLAG_CHANGING is set the I<speed> field will indicate how fast the
1092 lamp burns it's fuel (I<food>).
1093
1094 Setting FLAG_CHANGING makes only sense on the archetype which represents
1095 the 'on' state of the lamp.
1096
1097 See also the description of FLAG_CHANGING.
1098
1099 Lamps which have no FLAG_CHANGING set would also make sense and represent
1100 lamps that never burn up.
1101
1102 =item I<other_arch> <number>
1103
1104 This is the field that points to the 'other' archetype which represents the
1105 opposite state of the lamp. The newly from I<other_arch> derived object will
1106 replace the current object and will get the value of I<food> of the replaced object.
1107
1108 Rationale:
1109
1110 When the lamp (on) is applied a new object is derived from the archetype
1111 in I<other_arch> and the I<food> value is copied to it ('the fuel is
1112 transferred'). The new lamp (off) object has to have a I<other_arch> field
1113 which points to the archetype from which a lamp (on) can be derived.
1114
1115 =item I<food> <number>
1116
1117 This fields stands for the fuel of the lamp.
1118
1119 =back
1120
1121 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1122
1123 This type of objects multiplies objects that are above it when it is activated.
1124 You can even multiply by 0, which will destroy the object.
1125
1126 =over 4
1127
1128 =item I<level> <number>
1129
1130 The multiplicator, if set to 0 or lower it will destroy the objects above it.
1131
1132 =item I<other_arch> <string>
1133
1134 The archetype name of the objects that should be multiplied.
1135
1136 =item I<connected> <number>
1137
1138 See generic object field description.
1139
1140 =back
1141
1142 =head3 B<HOLE> - type 94 - Holes
1143
1144 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1145 opens and/or is completly open all objects above it fall through (more
1146 precisely: if their head is above the hole).
1147
1148 When the B<HOLE> is activated it's speed is set to 0.5.
1149
1150 These holes can only transfer the one who falls through to other coordinates
1151 on the same map.
1152
1153 =over 4
1154
1155 =item I<maxsp> (0|1)
1156
1157 This field negates the state of the connection: When maxsp is 1 the pit will
1158 open/close when the connection is deactivated. Otherwise it will open/close
1159 when the connection is activated. This field only has effect when the
1160 connection is triggered. So if you put a closed hole on a map, and the
1161 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1162 connection was triggered once.
1163
1164 =item I<connected> <connection id>
1165
1166 This is the connection id, which lets the hole opening or closing when
1167 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1168 at which connection state the object is activated.
1169
1170 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1171 the connection is released.
1172
1173 =item I<wc> <number> (internal)
1174
1175 This is an internal field. If it is greater than 0 it means that the hole is not
1176 yet fully open. More preciesly: this field is the animation-step and if it is
1177 set to the 'closed' step of the animation the hole is closed and if it is on
1178 the 'open' animation step (I<wc> = 0), the hole is open.
1179
1180 =item I<sp> <number>
1181
1182 The destination y coordinates on the same map.
1183
1184 =item I<hp> <number>
1185
1186 The destination x coordinates on the same map.
1187
1188 =back
1189
1190 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1191
1192 This type is doing the actual damage to the ones who were attacked
1193 via AT_POISON (or drank B<POISON>).
1194
1195 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1196 there for details).
1197
1198 =over 4
1199
1200 =item I<dam> <number>
1201
1202 Each time the poisoning is proccessed (which is determined by the I<speed> and
1203 I<speed_left> fields, see the general object fields description above) it hits
1204 the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1205 simply hit the player with no strings attached).
1206
1207 =item I<food> <number>
1208
1209 Just a note: The posioning is removed if I<food> == 1 and not if
1210 the whole I<duration> is up, because the B<POISONING> code has to remove
1211 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1212 deletes the B<POISONING> object.
1213
1214 =back
1215
1216 =head3 B<FORCE> - type 114 - Forces
1217
1218 Forces are a very 'thin' type. They don't have much behaviour other than
1219 disappearing after a time and/or affecting the player if they are in his
1220 inventory.
1221
1222 Forces only take effect on the player if they have FLAG_APPLIED set.
1223
1224 Whether the I<duration> field is processed or not per tick is controlled by the
1225 I<speed> and I<speed_left> fields. Look above in the generic object field description.
1226
1227 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1228 interpreter like described in the description of the FLAG_IS_USED_UP flag.
1229 BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1230 will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1231 removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1232 have good semantics on forces, try to avoid it.
1233
1234 =over 4
1235
1236 =item I<duration>
1237
1238 While this field is greater than 0 the force/object is not destroyed. It is
1239 decreased each tick by 1.
1240
1241 If it reaches 0 the force/object is destroyed.
1242
1243 This field can have this meaning for B<any> object if that object has
1244 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1245 what happens then.
1246
1247 =back
1248
1249 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1250
1251 This object is generated by the B<POTION> code when the potion is a resistance
1252 giving potion. It has mainly the same behaviour as a B<FORCE>.
1253
1254 The specialty of the potion effect is that the resistancy it gives is absolute,
1255 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1256 fire.
1257
1258 Multiple potion effects only give you the maximum of their resistancy.