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1 =head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2
3 Here is all information about the object types Deliantra
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 reset once the object is placed on a map.
306
307 When this flag is set on a monster it can defend attempts at 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>, B<HORN> - type 3, 35 - 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. Recharges at a rate of C<1 +
365 maxhp/10> per tick.
366
367 =item I<maxhp> <number>
368
369 The maximum amount of spellpoints this rod has.
370
371 =item I<skill> <skill name>
372
373 This field determines which skill you need to apply this object.
374
375 =back
376
377 =head3 B<TREASURE> - type 4 - Treasures
378
379 This type of objects are for random treasure generation in maps.
380 If this object is applied by a player it will replace itself with it's
381 inventory. If it is automatically applied
382 generate a treasure and replace itself with the generated treasure.
383
384 Chests are also of this type, their treasures are generated by
385 the auto apply code on map instantiation.
386
387 =over 4
388
389 =item I<hp> <number>
390
391 The number of treasures to generate.
392
393 =item I<exp> <level>
394
395 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
396 and the difficulty for the treasurecode only depends on the maps difficulty,
397 otherwise the exp field has the following meaning:
398
399 If this field is not 0 it is passed as the difficulty
400 to the treasure generation code to determine how good, how much
401 worth a treasure is or what bonuses it is given by the treasure code.
402
403 If this field is not set or 0 the difficulty of the map is passed to the treasure
404 generation code.
405
406 =item I<randomitems> <treasurelist>
407
408 The treasurelist to use to generate the treasure which is put in the
409 treasure objects inventory.
410
411 =back
412
413 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
414
415 These objects contain a spell and will emit it on apply, which most
416 of the time has the meaning of 'drinking'.
417
418 If no resistancy field, stat field or attacktype is set and no spell
419 is put in the potion by the sp field or the randomitems the
420 potion will become an artifact and the artifact code decides which kind
421 of potion will be generated.
422
423 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
424 will yield an explosion and hurt the player.
425
426 =over 4
427
428 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
429
430 These stat fields determine how many stat points the player gets
431 when he applies this potion.
432
433 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
434
435 =item I<sp> <number>
436
437 If this field is set and the randomitems field is not set
438 the field is interpreted as spell number, please look the right
439 number up in common/loader.C.
440
441 If this field is set the randomitems field will be unset by the
442 map loading code.
443
444 =item I<attacktype> <attacktype>
445
446 This field has some special meaning in potions, currently the
447 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
448 restoration potion or improvement potion.
449 See include/attackinc.h for the bits of these types.
450
451 If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
452 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
453 set the player will be drained a random stat by inserting an ARCH_DEPLETION
454 into him.
455
456 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
457 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
458
459 =item I<resist_RESISTANCY> <number>
460
461 If this stat is set and no spell is in the potion the potion
462 will create a force that give the player this specific resistancy.
463 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
464 and the potion will last 10 times longer than the default force archetype
465 FORCE_NAME (at the moment of this writing spell/force.arc).
466
467 =item I<randomitems> <treasurelist>
468
469 The inventory/spell of the potion will be created by calling the treasure code
470 with the treasurelist specified here. (I guess it's highly undefined what
471 happens if there is not a spell in the potions inventory).
472
473 =item I<on_use_yield> <archetype>
474
475 When this object is applied an instance of <archetype> will be created.
476
477 =item I<subtypes> <potion subtype>
478
479 see include/spells.h for possible potion subtypes, there are currently 4:
480
481 =over 4
482
483 =item POT_SPELL
484
485 Unused, default behaiour of a potion.
486
487 =item POT_DUST
488
489 This potion can be thrown to cast the spell that it has in it's inventory,
490 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
491 server will log an error.
492
493 =item POT_FIGURINE
494
495 Unused, default behaiour of a potion.
496
497 =item POT_BALM
498
499 Unused, default behaiour of a potion.
500
501 =back
502
503 =back
504
505 =head3 B<FOOD> - type 6 - Eatable stuff
506
507 This is for objects that are representing general eatables like
508 beef or bread.
509
510 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
511 give different messages.
512
513 The specialty of B<FLESH> is that it inherits the resistancies of the
514 monsters it was generated in and will let dragons raise their resistancies
515 with that. If the monster has the B<POISON> attacktype the B<FLESH>
516 will change into B<POISON>.
517
518 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
519 and if he doesn't find any of that he will start eating B<FLESH>.
520
521 =over 4
522
523 =item I<title> <string>
524
525 If the food has B<title> set or is cursed it is considered 'special', which
526 means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
527 I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
528 on the player.
529
530 The higher the I<food> field is the longer the improvement of the player lasts
531 (except for I<hp> and I<sp>).
532
533 =item I<food> <number>
534
535 This is the amount of food points the player gets when he eats this.
536
537 =item I<on_use_yield> <archetype>
538
539 When this object is applied an instance of <archetype> will be created.
540
541 =back
542
543 =head3 B<POISON> - type 7 - Poisonous stuff
544
545 This type is for objects that can poison the player when he drinks/applies it.
546 When applied it will hit the attacked with AT_POISON and will create
547 a B<POISONING> object in the one who was hit.
548
549 =over 4
550
551 =item I<level> <number>
552
553 This field affects the probability of poisoning. The higher the level difference
554 between the one who is hit and the poision the more probable it is the attacked
555 one will be poisoned.
556
557 =item I<slaying> <race>
558
559 This field has the usual meaning of 'slaying', when the
560 poisoned's race matches the I<slaying> field the damage done by the poison
561 is multiplied by 3.
562
563 =item I<hp> <number>
564
565 This is the amount of damage the player will receive from applying this. The
566 attacktype AT_POISON will be used to hit the player and the damage will
567 determine the strenght, duration and depletion of stats of the poisoning. The
568 created B<POISONING> object which is being placed in the one who was attacked will
569 get the damage from this field (which is maybe adjusted by slaying or the
570 resistancies).
571
572 =item I<food> <number>
573
574 1/4 of <number> will be drained from the players I<food>.
575
576 =item I<on_use_yield> <archetype>
577
578 When this object is applied an instance of <archetype> will be created.
579
580 =back
581
582 =head3 B<BOOK> - type 8 - Readable books
583
584 This type is basically for representing text books in the game.
585
586 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
587
588 =over 4
589
590 =item I<msg> <text>
591
592 This is the contents of the book. When this field is unset
593 at treasure generation a random text will be inserted.
594
595 =item I<skill> <skill name>
596
597 The skill required to read this book. (The most resonable
598 skill would be literacy).
599
600 =item I<exp> <number>
601
602 The experience points the player get for reading this book.
603
604 =item I<subtype> <readable subtype>
605
606 This field determines the type of the readable.
607 Please see common/readable.C in the readable_message_types table.
608
609 =back
610
611 =head3 B<CLOCK> - type 9 - Clocks
612
613 This type of objects just display the time when being applied.
614
615 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
616
617 This is a spell effect of a moving bolt. It moves straigt forward
618 through the map until something blocks it.
619 If FLAG_REFLECTING is set it even reflects on walls.
620
621 FLAG_IS_TURNABLE should be set on these objects.
622
623 =over 4
624
625 =item I<move_type> <movetype>
626
627 This field affects the move type with which the lightning moves through
628 the map and which map cells will reflect or block it.
629
630 =item I<attacktype> <attacktype>
631
632 The attacktype with which it hits the objects on the map.
633
634 =item I<dam> <number>
635
636 The damage this bolt inflicts when it hits objects on the map.
637
638 =item I<Dex> <number>
639
640 This is the fork percentage, it is reduced by 10 per fork.
641 And the I<dam> field is halved on each fork.
642
643 =item I<Con> (internal)
644
645 This value is a percentage of which the forking lightning
646 is deflected to the left. This value should be mostly used internally.
647
648 =item I<duration> <number>
649
650 The duration the bolt stays on a map cell. This field is decreased each time
651 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
652 the generic object field description).
653
654 =item I<range> <number>
655
656 This is the range of the bolt, each space it advances this field is decreased.
657
658 =back
659
660 =head3 B<ARROW> - type 13 - Arrows
661
662 This is the type for objects that represent projectiles like arrows.
663 The movement of B<THROWN_OBJ>s behave similar to this type.
664
665 Flying arrows are stopped either when they hit something blocking
666 (I<move_block>) or something which is alive.
667 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
668 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
669 damage with a small chance which is affected by the I<level> field of the arrow.
670
671 If FLAG_REFLECTING is set on the arrow it will bounce off everything
672 that is not alive and blocks it's movement.
673
674 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
675 fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
676 the object, to restore them once the arrow has been stopped.
677
678 =over 4
679
680 =item I<dam> <number>
681
682 The amount of damage that is being done to the victim that gets hit.
683 This field is recomputed when the arrow is fired and will consist
684 of the sum of a damage bonus (see description of the B<BOW> type),
685 the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
686 and the arrows I<magic> field.
687
688 =item I<wc> <number>
689
690 The weapon class of the arrow, which has effect on the probability of hitting.
691
692 It is recomputed when the arrow is being fired by this formula:
693
694 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
695 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
696
697 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
698 level is not added.
699
700 wc_mod is dependend on the fire mode of the bow. For a more detailed
701 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
702
703 =item I<magic> <number>
704
705 This field is added to the damage of the arrow when it is shot and
706 will also improve it's I<speed> by 1/5 of it's value.
707
708 =item I<attacktype> <attacktype>
709
710 Bitfield which decides the attacktype of the damage, see include/attackinc.h
711 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
712
713 =item I<level> <number> (interally used)
714
715 The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
716 see above in the B<ARROW> description.
717
718 The I<level> is set when the arrow is fired to either the skill level or the
719 shooters level.
720
721 =item I<speed> <number> (internal)
722
723 This field shouldn't be set directly in the archetype, the arrow will get it's
724 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
725 arrow will be stopped immediatly.
726
727 On fireing the I<speed> of the arrow is computed of 1/5 of the
728 sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
729 of the bows I<dam> field is added to the I<speed> of the arrow.
730
731 The minimum I<speed> of an arrow is 1.0.
732
733 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
734
735 If the I<speed> is above 10.0 it goes straight through the creature it hits and
736 it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
737 stopped and either sticked into the victim (see I<weight> field description) or
738 put on it's map square (if it didn't break, see description of the I<food> field).
739
740 =item I<weight> <number>
741
742 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
743 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
744
745 =item I<food> <number>
746
747 The breaking percentage. 100 (%) means: breaks on usage for sure.
748
749 =item I<inventory> (internal)
750
751 If the flying/moving object has something in it's inventory and it stops, it
752 will be replaced with it's inventory. Otherwise it will be handled as usual,
753 which means: it will be calculated whether the arrow breaks and it will be
754 reset for reuse.
755
756 =item I<slaying> <string>
757
758 When the bow that fires this arrow has it's I<slaying> field set it is copied
759 to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
760
761 =item I<move_type> <movetype> (internally used)
762
763 This field is set when the arrow is shot to MOVE_FLY_LOW.
764
765 =item I<move_on> <movetype> (internally used)
766
767 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
768
769 =item I<race> <string>
770
771 The I<race> field is a unique key that assigns arrows, bows and quivers. When
772 shooting an arrow the bows I<race> is used to search for arrows (which have the
773 same I<race> as the bow) in the players inventory and will recursively search in
774 the containers (which are applied and have the same I<race> as the bow and the arrow).
775
776 =back
777
778 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
779
780 TODO, but take into account B<ARROW> description above!
781
782 =head3 B<WEAPON> - type 15 - Weapons
783
784 This type is for general hack and slash weapons like swords, maces
785 and daggers and and ....
786
787 =over 4
788
789 =item I<weapontype> <type id>
790
791 decides what attackmessages are generated, see include/define.h
792
793 =item I<attacktype> <bitmask>
794
795 bitfield which decides the attacktype of the damage, see include/attackinc.h
796
797 =item I<dam> <number>
798
799 amount of damage being done with the attacktype
800
801 =item I<item_power> <level>
802
803 the itempower of this weapon.
804
805 =item I<name>
806
807 the name of the weapon.
808
809 =item I<level> (internal)
810
811 The improvement state of the weapon.
812 If this field is greater than 0 the I<name> field starts with the
813 characters name who improved this weapon.
814
815 =item I<last_eat> (internal)
816
817 This seems to be the amount of improvements of a weapon,
818 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
819
820 ((who->level / 5) + 5) >= op->last_eat
821
822 =item I<last_sp>
823
824 the weapon speed (see magic description)
825
826 =item I<food> <number>
827
828 addition to food regeneration of the player
829
830 =item I<hp> <number>
831
832 addition to health regeneration
833
834 =item I<sp> <number>
835
836 addition to mana regeneration
837
838 =item I<grace> <number>
839
840 addititon to grace regeneration
841
842 =item I<gen_sp_armour> <number>
843
844 the players I<gen_sp_armour> field (which is per default 10) is being added the
845 <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
846 do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
847 I<gen_sp_armour> limits the amout of regenerated spellpoints.
848
849 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
850 I<sp> regeneration.
851
852 =item I<body_BODYSLOT>
853
854 The part/slot of the body you need to use this weapon, possible values for
855 C<BODYSLOT> should be looked up in common/item.C at body_locations.
856
857 The value (in the range C<-7..7>) gives the number of those body slots
858 used up by the item (if negative) or the number of body slots this object
859 has (if positive, e.g. for monsters or players). The special value C<0>
860 indicates that this object cannot equip items requiring these body slots.
861
862 =item I<resist_RESISTANCY> <number>
863
864 this is the factor with which the difference of the players resistancy and 100%
865 is multiplied, something like this:
866
867 additional_resistancy = (100 - current_resistancy) * (<number>/100)
868
869 if <number> is negative it is added to the total vulnerabilities,
870 and later the total resistance is decided by:
871
872 'total resistance = total protections - total vulnerabilities'
873
874 see also common/living.C:fix_player.
875
876 =item I<path_(attuned|repelled|denied)>
877
878 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
879 for the pathes.
880
881 =item I<luck> <number>
882
883 this luck is added to the players I<luck>
884
885 =item I<move_type>
886
887 if the weapon has a I<move_type> set the player inherits it's I<move_type>
888
889 =item I<exp> <number>
890
891 the added_speed and bonus_speed of the player is raised by <number>/3.
892 if <number> < 0 then the added_speed is decreased by <number>
893
894 =item I<weight>
895
896 the weight of the weapon
897
898 =item I<magic>
899
900 the I<magic> field affects the amounts of the following fields:
901
902 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
903
904 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
905
906 - dam: the players dam is adjusted by: player->dam += (dam + magic)
907
908 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
909 (minium is 0)
910
911 =item I<ac> <number>
912
913 the amount of ac points the player's I<ac> is decreased when applying this object.
914
915 =item I<wc> <number>
916
917 the amount of wc points the player's I<wc> is decreased when applying this object.
918
919 =back
920
921 =head4 Player inherits following flags from weapons:
922
923 FLAG_LIFESAVE
924 FLAG_REFL_SPELL
925 FLAG_REFL_MISSILE
926 FLAG_STEALTH
927 FLAG_XRAYS
928 FLAG_BLIND
929 FLAG_SEE_IN_DARK
930 FLAG_UNDEAD
931
932 =head3 B<GRIMREAPER> - type 28 - Grimreapers
933
934 These type are mostly used for monsters, they give the
935 monster the ability to dissapear after 10 hits with AT_DRAIN.
936
937 =over 4
938
939 =item I<value> <number>
940
941 This field stores the hits the monster did yet.
942
943 =back
944
945 =head3 B<CREATOR> - type 42 - Object creators
946
947 Once a creator is activated by a connection it creates a number of objects
948 (cloned from it's inventory or a new object derived from the archetype
949 named in the other_arch slot).
950
951 If FLAG_LIVESAFE is set the number of uses is unlimited.
952
953 =over 4
954
955 =item I<hp> <number>
956
957 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
958 be used.
959
960 =item I<speed> <number>
961
962 If I<speed> is set the creator will create an object periodically,
963 see I<speed> and I<speed_left> fields in the general object field description
964 for more details.
965
966 =item I<slaying> <string>
967
968 If set the generated object's name and title will be set to this.
969
970 =item I<other_arch> <string>
971
972 If the inventory of the creator is empty new objects will be derived from the
973 archetype named by <string>.
974
975 =item I<connected> <number>
976
977 See generic object field description.
978
979 =back
980
981 =head3 B<DRINK> - type 54 - Drinkable stuff
982
983 See B<FOOD> description.
984
985 =head3 B<CHECK_INV> - type 64 - Inventory checkers
986
987 This object checks whether the player has a specific item in his
988 inventory when he moves above the inventory checker. If the player has
989 the item (or not, which can be controlled with a flag) a connection will be triggered.
990
991 If you set I<move_block> you can deny players and monsters to reach the space where
992 the inventory checker is on, see I<move_block> description below.
993
994 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
995 So matching one of those conditions is enough.
996
997 =over 4
998
999 =item I<move_block> <move type bitmask>
1000
1001 If you set this field to block a movetype the move code will block any moves
1002 onto the space with the inventory checker, IF the moving object doesn't have
1003 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1004
1005 =item I<last_sp> (0|1)
1006
1007 If I<last_sp> is 1 'having' the item that is being checked for will
1008 activate the connection or make the space with the checker non-blocking.
1009 If I<last_sp> is 0 'not having' the item will activate the connection
1010 or make the space with the checker non-blocking.
1011
1012 =item I<last_heal> (0|1)
1013
1014 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1015 activates a connection and finds the item in the inventory.
1016
1017 (A inventory checker that blocks a space won't remove anything from inventories)
1018
1019 =item I<hp> <number>
1020
1021 If this field is not 0 the inventory checker will search for an object
1022 with the type id <number>.
1023
1024 =item I<slaying> <string>
1025
1026 If this field is set the inventory checker will search for an object that
1027 has the same string in the I<slaying> field (for example a key string of a key).
1028
1029 =item I<race> <string>
1030
1031 If this field is set the inventory checker will search for an object which
1032 has the archetype name that matches <string>.
1033
1034 =item I<connected> <connection id>
1035
1036 This is the connection that will be activated. The connection is
1037 'pushed' when someone enters the space with the inventory checker,
1038 and it is 'released' when he leaves it.
1039
1040 See also the description of the I<connected> field in the generic object field
1041 section.
1042
1043 =back
1044
1045 =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1046
1047 speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1048 changes.
1049
1050 (based on value that last_sp takes):
1051 0: 'furious' Makes all monsters aggressive
1052 1: 'angry' As above but pets are unaffected
1053 2: 'calm' Makes all monsters unaggressive
1054 3: 'sleep' Puts all monsters to sleep
1055 4: 'charm' Makes monster into a pet of person
1056 who triggers the square. This setting
1057 is not enabled for continous operation
1058 5: 'destroy mons' destroy any monsters on this space
1059 6: 'destroy pets' destroy friendly monsters on this space
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.