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Revision: 1.30
Committed: Mon Jan 12 00:17:23 2009 UTC (15 years, 4 months ago) by elmex
Branch: MAIN
CVS Tags: rel-2_82, rel-2_81, rel-2_80, rel-2_76, rel-2_77, rel-2_79, rel-2_78
Changes since 1.29: +0 -55 lines
Log Message:
added new lamp and torch system.

File Contents

# Content
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). Negative glow radii darken areas - currently, negative
117 glow radii are stronger than positive ones.
118
119 =item I<speed> <number>
120
121 If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
122 on the active object list and will be processed each tick (see also speed_left!).
123
124 If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
125 from the active object list and it won't experience any processing per tick.
126
127 =item I<speed_left> <number>
128
129 If this field is greater than 0 and the object is on the
130 active list (mostly means it's speed is also greater than 0):
131
132 - speed_left is decreased by 1
133 - and this object is processed and experiences a server tick.
134
135 If the object is on the active list and I<speed_left> is lower or
136 equal to 0 the absolute value of the I<speed> is added to I<speed_left>
137 on the end of the tick.
138
139 This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
140 the more seldom the object is processed. And the higher I<speed> is
141 the more often the object is processed.
142
143 =item I<connected> <number>
144
145 When this field is set the object will be linked to a connection with the
146 id <number>. What happens when the connection is 'activated' depends on the
147 type of the object.
148
149 FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
150 when to activate the object, see description of these below for further details.
151
152 =item I<no_drop> (0|1)
153
154 Sets the flag FLAG_NO_DROP.
155 See Flags section below.
156
157 =item I<applied> (0|1)
158
159 Sets the flag FLAG_APPLIED.
160 See Flags section below.
161
162 =item I<is_used_up> (0|1)
163
164 Sets the flag FLAG_IS_USED_UP.
165 See Flags section below.
166
167 =item I<changing> (0|1)
168
169 Sets the flag FLAG_CHANGING.
170 See Flags section below.
171
172 =item I<auto_apply> (0|1)
173
174 Sets the flag FLAG_AUTO_APPLY.
175 See Flags section below.
176
177 =item I<no_steal> (0|1)
178
179 Sets the flag FLAG_NO_STEAL.
180 See Flags section below.
181
182 =item I<reflecting> (0|1)
183
184 Sets the flag FLAG_REFLECTING.
185 See Flags section below.
186
187 =item I<reflect_spell> (0|1)
188
189 Sets the flag FLAG_REFL_SPELL.
190 See Flags section below.
191
192 =item I<no_skill_ident> (0|1)
193
194 Sets the flag FLAG_NO_SKILL_IDENT.
195 See Flags section below.
196
197 =item I<activate_on_push> (0|1) (default: 1)
198
199 Sets the flag FLAG_ACTIVATE_ON_PUSH.
200 See Flags section below.
201
202 =item I<activate_on_release> (0|1) (default: 1)
203
204 Sets the flag FLAG_ACTIVATE_ON_RELEASE.
205 See Flags section below.
206
207 =item I<is_lightable> (0|1)
208
209 Sets the flag FLAG_IS_LIGHTABLE.
210 See Flags section below.
211
212 =item I<editable> (more than deprecated)
213
214 This field had a special meaning for crossedit, which used parts
215 of the server code for editing. Wherever you see this field being
216 set in an archetype ignore it and/or remove it. No code interprets this
217 field anymore.
218
219 =back
220
221 =head3 Flags
222
223 Here are the effects of the flags described.
224
225 =over 4
226
227 =item FLAG_NO_DROP
228
229 An object can't be picked up and dropped.
230
231 =item FLAG_APPLIED
232
233 This flag mostly states whether this object has been 'applied' by the player.
234 For objects that are applied by the code or have this flag set in the archetype
235 it mostly means 'this object is active'.
236
237 For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
238 of flags from objects in his inventory is toggled by this flag.
239
240 =item FLAG_IS_USED_UP
241
242 This flag controls whether an object is 'used up'. If it is set I<food>
243 is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
244
245 If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
246 this object is removed or not, see the B<FORCE> type below for the meaning
247 of the duration field in this context.
248
249 If FLAG_APPLIED is not set the object is destroyed.
250
251 =item FLAG_CHANGING
252
253 If the I<state> field of the object is 0 the object will be processed periodically
254 (if I<speed> is set). If the I<state> field is 1 it won't be processed.
255
256 This flag indicates that the object is changing into a different object.
257 The object has to have the I<other_arch> field set. The object the changing object
258 changes into is derived from the archetype in I<other_arch>.
259
260 When the object does not have FLAG_ALIVE set the I<food> field will be decremented
261 each time the object is processed, and if I<food> reaches 0 one new object will be generated.
262
263 When the object has FLAG_ALIVE set the I<food> field is the number of objects that
264 will be generated.
265
266 After the new object is created the I<hp> field from the old object is copied into
267 the new one.
268
269 =item FLAG_IS_A_TEMPLATE (internal use)
270
271 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
272 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
273
274 =item FLAG_AUTO_APPLY
275
276 This flag has currently only meaning for the B<TREASURE> type, see below.
277
278 =item FLAG_ACTIVATE_ON_PUSH
279
280 This flag has only meaning for objects that can be linked together
281 by the I<connected> field and controls wether the object should
282 be activated when the connection is 'pushed' or it is 'released'.
283
284 What 'pushed' and 'released' means depends on the object that
285 activates the connection.
286
287 This flag is by default on.
288
289 =item FLAG_ACTIVATE_ON_RELEASE
290
291 This flag has only meaning for objects that can be linked together
292 by the I<connected> field and controls wether the object should
293 be activated when the connection is 'pushed' or it is 'released'.
294
295 What 'pushed' and 'released' means depends on the object that
296 activates the connection.
297
298 This flag is by default on.
299
300 =item FLAG_NO_STEAL
301
302 When this flag is set this object can't be stolen. The flag will be
303 reset once the object is placed on a map.
304
305 When this flag is set on a monster it can defend attempts at stealing
306 (but in this context the flag is only used internally).
307
308 =item FLAG_NO_SKILL_IDENT
309
310 This flag is mostly used internal and prevents unidentified objects
311 (objects which don't have FLAG_IDENTIFIED set) being identified
312 multiple times by skills.
313
314 This flag is used to mark objects which were unsuccessfully identified by a
315 players skill. So that multiple tries of identifying aren't more effective than
316 one.
317
318 =item FLAG_REFLECTING
319
320 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
321 to indicate whether this object reflects off walls.
322
323 =item FLAG_REFL_SPELL
324
325 This flag indicates whether something reflects spells, like spell reflecting
326 amuletts.
327
328 =item FLAG_IS_LIGHTABLE
329
330 This flag indicates whether a B<LIGHTER> can light this object. See also the
331 description of the B<LIGHTER> type. How easy you can light an item depends
332 partially on the material of the object.
333
334 =back
335
336 =head2 Description of type specific fields and behaviour
337
338 The beginning of the headers of the following subsection
339 are the server internal names for the objects types, see include/define.h.
340
341 =head3 B<TRANSPORT> - type 2 - Player transports
342
343 This type is implemented by the transport extension and has currently no special
344 fields that affect it.
345
346 =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
347
348 Rods contain spells and can be fired by a player.
349
350 =over 4
351
352 =item I<level> <number>
353
354 This field is used for calculating the spell level that can be fired
355 with this rod, it's also the maximum level of the spell that can be fired.
356 The level of the spell that is being fired depends mostly on
357 the 'use magic item' skill level of the player and 1/10 of the level of the
358 rod is added as bonus.
359
360 =item I<hp> <number>
361
362 The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
363 maxhp/10> per tick.
364
365 =item I<maxhp> <number>
366
367 The maximum amount of spellpoints this rod has.
368
369 =item I<skill> <skill name>
370
371 This field determines which skill you need to apply this object.
372
373 =back
374
375 =head3 B<TREASURE> - type 4 - Treasures
376
377 This type of objects are for random treasure generation in maps.
378 If this object is applied by a player it will replace itself with it's
379 inventory. If it is automatically applied
380 generate a treasure and replace itself with the generated treasure.
381
382 Chests are also of this type, their treasures are generated by
383 the auto apply code on map instantiation.
384
385 =over 4
386
387 =item I<hp> <number>
388
389 The number of treasures to generate.
390
391 =item I<exp> <level>
392
393 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
394 and the difficulty for the treasurecode only depends on the maps difficulty,
395 otherwise the exp field has the following meaning:
396
397 If this field is not 0 it is passed as the difficulty
398 to the treasure generation code to determine how good, how much
399 worth a treasure is or what bonuses it is given by the treasure code.
400
401 If this field is not set or 0 the difficulty of the map is passed to the treasure
402 generation code.
403
404 =item I<randomitems> <treasurelist>
405
406 The treasurelist to use to generate the treasure which is put in the
407 treasure objects inventory.
408
409 =back
410
411 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
412
413 These objects contain a spell and will emit it on apply, which most
414 of the time has the meaning of 'drinking'.
415
416 If no resistancy field, stat field or attacktype is set and no spell
417 is put in the potion by the sp field or the randomitems the
418 potion will become an artifact and the artifact code decides which kind
419 of potion will be generated.
420
421 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
422 will yield an explosion and hurt the player.
423
424 =over 4
425
426 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
427
428 These stat fields determine how many stat points the player gets
429 when he applies this potion.
430
431 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
432
433 =item I<sp> <number>
434
435 If this field is set and the randomitems field is not set
436 the field is interpreted as spell number, please look the right
437 number up in common/loader.C.
438
439 If this field is set the randomitems field will be unset by the
440 map loading code.
441
442 =item I<attacktype> <attacktype>
443
444 This field has some special meaning in potions, currently the
445 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
446 restoration potion or improvement potion.
447 See include/attackinc.h for the bits of these types.
448
449 If AT_DEPLETE is set the player will be restored and the ARCH_DEPLETION
450 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
451 set the player will be drained a random stat by inserting an ARCH_DEPLETION
452 into him.
453
454 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
455 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
456
457 =item I<resist_RESISTANCY> <number>
458
459 If this stat is set and no spell is in the potion the potion
460 will create a force that give the player this specific resistancy.
461 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
462 and the potion will last 10 times longer than the default force archetype
463 FORCE_NAME (at the moment of this writing spell/force.arc).
464
465 =item I<randomitems> <treasurelist>
466
467 The inventory/spell of the potion will be created by calling the treasure code
468 with the treasurelist specified here. (I guess it's highly undefined what
469 happens if there is not a spell in the potions inventory).
470
471 =item I<on_use_yield> <archetype>
472
473 When this object is applied an instance of <archetype> will be created.
474
475 =item I<subtypes> <potion subtype>
476
477 see include/spells.h for possible potion subtypes, there are currently 4:
478
479 =over 4
480
481 =item POT_SPELL
482
483 Unused, default behaiour of a potion.
484
485 =item POT_DUST
486
487 This potion can be thrown to cast the spell that it has in it's inventory,
488 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
489 server will log an error.
490
491 =item POT_FIGURINE
492
493 Unused, default behaiour of a potion.
494
495 =item POT_BALM
496
497 Unused, default behaiour of a potion.
498
499 =back
500
501 =back
502
503 =head3 B<FOOD> - type 6 - Eatable stuff
504
505 This is for objects that are representing general eatables like
506 beef or bread.
507
508 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
509 give different messages.
510
511 The specialty of B<FLESH> is that it inherits the resistancies of the
512 monsters it was generated in and will let dragons raise their resistancies
513 with that. If the monster has the B<POISON> attacktype the B<FLESH>
514 will change into B<POISON>.
515
516 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
517 and if he doesn't find any of that he will start eating B<FLESH>.
518
519 =over 4
520
521 =item I<title> <string>
522
523 If the food has B<title> set or is cursed it is considered 'special', which
524 means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
525 I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
526 on the player.
527
528 The higher the I<food> field is the longer the improvement of the player lasts
529 (except for I<hp> and I<sp>).
530
531 =item I<food> <number>
532
533 This is the amount of food points the player gets when he eats this.
534
535 =item I<on_use_yield> <archetype>
536
537 When this object is applied an instance of <archetype> will be created.
538
539 =back
540
541 =head3 B<POISON> - type 7 - Poisonous stuff
542
543 This type is for objects that can poison the player when he drinks/applies it.
544 When applied it will hit the attacked with AT_POISON and will create
545 a B<POISONING> object in the one who was hit.
546
547 =over 4
548
549 =item I<level> <number>
550
551 This field affects the probability of poisoning. The higher the level difference
552 between the one who is hit and the poision the more probable it is the attacked
553 one will be poisoned.
554
555 =item I<slaying> <race>
556
557 This field has the usual meaning of 'slaying', when the
558 poisoned's race matches the I<slaying> field the damage done by the poison
559 is multiplied by 3.
560
561 =item I<hp> <number>
562
563 This is the amount of damage the player will receive from applying this. The
564 attacktype AT_POISON will be used to hit the player and the damage will
565 determine the strenght, duration and depletion of stats of the poisoning. The
566 created B<POISONING> object which is being placed in the one who was attacked will
567 get the damage from this field (which is maybe adjusted by slaying or the
568 resistancies).
569
570 =item I<food> <number>
571
572 1/4 of <number> will be drained from the players I<food>.
573
574 =item I<on_use_yield> <archetype>
575
576 When this object is applied an instance of <archetype> will be created.
577
578 =back
579
580 =head3 B<BOOK> - type 8 - Readable books
581
582 This type is basically for representing text books in the game.
583
584 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
585
586 =over 4
587
588 =item I<msg> <text>
589
590 This is the contents of the book. When this field is unset
591 at treasure generation a random text will be inserted.
592
593 =item I<skill> <skill name>
594
595 The skill required to read this book. (The most resonable
596 skill would be literacy).
597
598 =item I<exp> <number>
599
600 The experience points the player get for reading this book.
601
602 =item I<subtype> <readable subtype>
603
604 This field determines the type of the readable.
605 Please see common/readable.C in the readable_message_types table.
606
607 =back
608
609 =head3 B<CLOCK> - type 9 - Clocks
610
611 This type of objects just display the time when being applied.
612
613 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
614
615 This is a spell effect of a moving bolt. It moves straigt forward
616 through the map until something blocks it.
617 If FLAG_REFLECTING is set it even reflects on walls.
618
619 FLAG_IS_TURNABLE should be set on these objects.
620
621 =over 4
622
623 =item I<move_type> <movetype>
624
625 This field affects the move type with which the lightning moves through
626 the map and which map cells will reflect or block it.
627
628 =item I<attacktype> <attacktype>
629
630 The attacktype with which it hits the objects on the map.
631
632 =item I<dam> <number>
633
634 The damage this bolt inflicts when it hits objects on the map.
635
636 =item I<Dex> <number>
637
638 This is the fork percentage, it is reduced by 10 per fork.
639 And the I<dam> field is halved on each fork.
640
641 =item I<Con> (internal)
642
643 This value is a percentage of which the forking lightning
644 is deflected to the left. This value should be mostly used internally.
645
646 =item I<duration> <number>
647
648 The duration the bolt stays on a map cell. This field is decreased each time
649 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
650 the generic object field description).
651
652 =item I<range> <number>
653
654 This is the range of the bolt, each space it advances this field is decreased.
655
656 =back
657
658 =head3 B<ARROW> - type 13 - Arrows
659
660 This is the type for objects that represent projectiles like arrows.
661 The movement of B<THROWN_OBJ>s behave similar to this type.
662
663 Flying arrows are stopped either when they hit something blocking
664 (I<move_block>) or something which is alive.
665 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
666 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
667 damage with a small chance which is affected by the I<level> field of the arrow.
668
669 If FLAG_REFLECTING is set on the arrow it will bounce off everything
670 that is not alive and blocks it's movement.
671
672 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
673 fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
674 the object, to restore them once the arrow has been stopped.
675
676 =over 4
677
678 =item I<dam> <number>
679
680 The amount of damage that is being done to the victim that gets hit.
681 This field is recomputed when the arrow is fired and will consist
682 of the sum of a damage bonus (see description of the B<BOW> type),
683 the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
684 and the arrows I<magic> field.
685
686 =item I<wc> <number>
687
688 The weapon class of the arrow, which has effect on the probability of hitting.
689
690 It is recomputed when the arrow is being fired by this formula:
691
692 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
693 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
694
695 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
696 level is not added.
697
698 wc_mod is dependend on the fire mode of the bow. For a more detailed
699 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
700
701 =item I<magic> <number>
702
703 This field is added to the damage of the arrow when it is shot and
704 will also improve it's I<speed> by 1/5 of it's value.
705
706 =item I<attacktype> <attacktype>
707
708 Bitfield which decides the attacktype of the damage, see include/attackinc.h
709 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
710
711 =item I<level> <number> (interally used)
712
713 The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
714 see above in the B<ARROW> description.
715
716 The I<level> is set when the arrow is fired to either the skill level or the
717 shooters level.
718
719 =item I<speed> <number> (internal)
720
721 This field shouldn't be set directly in the archetype, the arrow will get it's
722 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
723 arrow will be stopped immediatly.
724
725 On fireing the I<speed> of the arrow is computed of 1/5 of the
726 sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
727 of the bows I<dam> field is added to the I<speed> of the arrow.
728
729 The minimum I<speed> of an arrow is 1.0.
730
731 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
732
733 If the I<speed> is above 10.0 it goes straight through the creature it hits and
734 it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
735 stopped and either sticked into the victim (see I<weight> field description) or
736 put on it's map square (if it didn't break, see description of the I<food> field).
737
738 =item I<weight> <number>
739
740 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
741 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
742
743 =item I<food> <number>
744
745 The breaking percentage. 100 (%) means: breaks on usage for sure.
746
747 =item I<inventory> (internal)
748
749 If the flying/moving object has something in it's inventory and it stops, it
750 will be replaced with it's inventory. Otherwise it will be handled as usual,
751 which means: it will be calculated whether the arrow breaks and it will be
752 reset for reuse.
753
754 =item I<slaying> <string>
755
756 When the bow that fires this arrow has it's I<slaying> field set it is copied
757 to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
758
759 =item I<move_type> <movetype> (internally used)
760
761 This field is set when the arrow is shot to MOVE_FLY_LOW.
762
763 =item I<move_on> <movetype> (internally used)
764
765 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
766
767 =item I<race> <string>
768
769 The I<race> field is a unique key that assigns arrows, bows and quivers. When
770 shooting an arrow the bows I<race> is used to search for arrows (which have the
771 same I<race> as the bow) in the players inventory and will recursively search in
772 the containers (which are applied and have the same I<race> as the bow and the arrow).
773
774 =back
775
776 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
777
778 TODO, but take into account B<ARROW> description above!
779
780 =head3 B<WEAPON> - type 15 - Weapons
781
782 This type is for general hack and slash weapons like swords, maces
783 and daggers and and ....
784
785 =over 4
786
787 =item I<weapontype> <type id>
788
789 decides what attackmessages are generated, see include/define.h
790
791 =item I<attacktype> <bitmask>
792
793 bitfield which decides the attacktype of the damage, see include/attackinc.h
794
795 =item I<dam> <number>
796
797 amount of damage being done with the attacktype
798
799 =item I<item_power> <level>
800
801 the itempower of this weapon.
802
803 =item I<name>
804
805 the name of the weapon.
806
807 =item I<level> (internal)
808
809 The improvement state of the weapon.
810 If this field is greater than 0 the I<name> field starts with the
811 characters name who improved this weapon.
812
813 =item I<last_eat> (internal)
814
815 This seems to be the amount of improvements of a weapon,
816 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
817
818 ((who->level / 5) + 5) >= op->last_eat
819
820 =item I<last_sp>
821
822 the weapon speed (see magic description)
823
824 =item I<food> <number>
825
826 addition to food regeneration of the player
827
828 =item I<hp> <number>
829
830 addition to health regeneration
831
832 =item I<sp> <number>
833
834 addition to mana regeneration
835
836 =item I<grace> <number>
837
838 addititon to grace regeneration
839
840 =item I<gen_sp_armour> <number>
841
842 the players I<gen_sp_armour> field (which is per default 10) is being added the
843 <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
844 do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
845 I<gen_sp_armour> limits the amout of regenerated spellpoints.
846
847 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
848 I<sp> regeneration.
849
850 =item I<body_BODYSLOT>
851
852 The part/slot of the body you need to use this weapon, possible values for
853 C<BODYSLOT> should be looked up in common/item.C at body_locations.
854
855 The value (in the range C<-7..7>) gives the number of those body slots
856 used up by the item (if negative) or the number of body slots this object
857 has (if positive, e.g. for monsters or players). The special value C<0>
858 indicates that this object cannot equip items requiring these body slots.
859
860 =item I<resist_RESISTANCY> <number>
861
862 this is the factor with which the difference of the players resistancy and 100%
863 is multiplied, something like this:
864
865 additional_resistancy = (100 - current_resistancy) * (<number>/100)
866
867 if <number> is negative it is added to the total vulnerabilities,
868 and later the total resistance is decided by:
869
870 'total resistance = total protections - total vulnerabilities'
871
872 see also common/living.C:fix_player.
873
874 =item I<path_(attuned|repelled|denied)>
875
876 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
877 for the pathes.
878
879 =item I<luck> <number>
880
881 this luck is added to the players I<luck>
882
883 =item I<move_type>
884
885 if the weapon has a I<move_type> set the player inherits it's I<move_type>
886
887 =item I<exp> <number>
888
889 the added_speed and bonus_speed of the player is raised by <number>/3.
890 if <number> < 0 then the added_speed is decreased by <number>
891
892 =item I<weight>
893
894 the weight of the weapon
895
896 =item I<magic>
897
898 the I<magic> field affects the amounts of the following fields:
899
900 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
901
902 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
903
904 - dam: the players dam is adjusted by: player->dam += (dam + magic)
905
906 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
907 (minium is 0)
908
909 =item I<ac> <number>
910
911 the amount of ac points the player's I<ac> is decreased when applying this object.
912
913 =item I<wc> <number>
914
915 the amount of wc points the player's I<wc> is decreased when applying this object.
916
917 =back
918
919 =head4 Player inherits following flags from weapons:
920
921 FLAG_LIFESAVE
922 FLAG_REFL_SPELL
923 FLAG_REFL_MISSILE
924 FLAG_STEALTH
925 FLAG_XRAYS
926 FLAG_BLIND
927 FLAG_SEE_IN_DARK
928 FLAG_UNDEAD
929
930 =head3 B<GRIMREAPER> - type 28 - Grimreapers
931
932 These type are mostly used for monsters, they give the
933 monster the ability to dissapear after 10 hits with AT_DRAIN.
934
935 =over 4
936
937 =item I<value> <number>
938
939 This field stores the hits the monster did yet.
940
941 =back
942
943 =head3 B<CREATOR> - type 42 - Object creators
944
945 Once a creator is activated by a connection it creates a number of objects
946 (cloned from it's inventory or a new object derived from the archetype
947 named in the other_arch slot).
948
949 If FLAG_LIVESAFE is set the number of uses is unlimited.
950
951 =over 4
952
953 =item I<hp> <number>
954
955 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
956 be used.
957
958 =item I<speed> <number>
959
960 If I<speed> is set the creator will create an object periodically,
961 see I<speed> and I<speed_left> fields in the general object field description
962 for more details.
963
964 =item I<slaying> <string>
965
966 If set the generated object's name and title will be set to this.
967
968 =item I<other_arch> <string>
969
970 If the inventory of the creator is empty new objects will be derived from the
971 archetype named by <string>.
972
973 =item I<connected> <number>
974
975 See generic object field description.
976
977 =back
978
979 =head3 B<DRINK> - type 54 - Drinkable stuff
980
981 See B<FOOD> description.
982
983 =head3 B<CHECK_INV> - type 64 - Inventory checkers
984
985 This object checks whether the player has a specific item in his
986 inventory when he moves above the inventory checker. If the player has
987 the item (or not, which can be controlled with a flag) a connection will be triggered.
988
989 If you set I<move_block> you can deny players and monsters to reach the space where
990 the inventory checker is on, see I<move_block> description below.
991
992 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
993 So matching one of those conditions is enough.
994
995 =over 4
996
997 =item I<move_block> <move type bitmask>
998
999 If you set this field to block a movetype the move code will block any moves
1000 onto the space with the inventory checker, IF the moving object doesn't have
1001 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1002
1003 =item I<last_sp> (0|1)
1004
1005 If I<last_sp> is 1 'having' the item that is being checked for will
1006 activate the connection or make the space with the checker non-blocking.
1007 If I<last_sp> is 0 'not having' the item will activate the connection
1008 or make the space with the checker non-blocking.
1009
1010 =item I<last_heal> (0|1)
1011
1012 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1013 activates a connection and finds the item in the inventory.
1014
1015 (A inventory checker that blocks a space won't remove anything from inventories)
1016
1017 =item I<hp> <number>
1018
1019 If this field is not 0 the inventory checker will search for an object
1020 with the type id <number>.
1021
1022 =item I<slaying> <string>
1023
1024 If this field is set the inventory checker will search for an object that
1025 has the same string in the I<slaying> field (for example a key string of a key).
1026
1027 =item I<race> <string>
1028
1029 If this field is set the inventory checker will search for an object which
1030 has the archetype name that matches <string>.
1031
1032 =item I<connected> <connection id>
1033
1034 This is the connection that will be activated. The connection is
1035 'pushed' when someone enters the space with the inventory checker,
1036 and it is 'released' when he leaves it.
1037
1038 See also the description of the I<connected> field in the generic object field
1039 section.
1040
1041 =back
1042
1043 =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1044
1045 speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1046 changes.
1047
1048 (based on value that last_sp takes):
1049 0: 'furious' Makes all monsters aggressive
1050 1: 'angry' As above but pets are unaffected
1051 2: 'calm' Makes all monsters unaggressive
1052 3: 'sleep' Puts all monsters to sleep
1053 4: 'charm' Makes monster into a pet of person
1054 who triggers the square. This setting
1055 is not enabled for continous operation
1056 5: 'destroy mons' destroy any monsters on this space
1057 6: 'destroy pets' destroy friendly monsters on this space
1058
1059 =head3 B<FLESH> - type 72 - Organs and body parts
1060
1061 See B<FOOD> description.
1062
1063 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1064
1065 A type for any object that has no special behaviour.
1066
1067 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1068
1069 This type of objects multiplies objects that are above it when it is activated.
1070 You can even multiply by 0, which will destroy the object.
1071
1072 =over 4
1073
1074 =item I<level> <number>
1075
1076 The multiplicator, if set to 0 or lower it will destroy the objects above it.
1077
1078 =item I<other_arch> <string>
1079
1080 The archetype name of the objects that should be multiplied.
1081
1082 =item I<connected> <number>
1083
1084 See generic object field description.
1085
1086 =back
1087
1088 =head3 B<HOLE> - type 94 - Holes
1089
1090 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1091 opens and/or is completly open all objects above it fall through (more
1092 precisely: if their head is above the hole).
1093
1094 When the B<HOLE> is activated it's speed is set to 0.5.
1095
1096 These holes can only transfer the one who falls through to other coordinates
1097 on the same map.
1098
1099 =over 4
1100
1101 =item I<maxsp> (0|1)
1102
1103 This field negates the state of the connection: When maxsp is 1 the pit will
1104 open/close when the connection is deactivated. Otherwise it will open/close
1105 when the connection is activated. This field only has effect when the
1106 connection is triggered. So if you put a closed hole on a map, and the
1107 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1108 connection was triggered once.
1109
1110 =item I<connected> <connection id>
1111
1112 This is the connection id, which lets the hole opening or closing when
1113 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1114 at which connection state the object is activated.
1115
1116 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1117 the connection is released.
1118
1119 =item I<wc> <number> (internal)
1120
1121 This is an internal field. If it is greater than 0 it means that the hole is not
1122 yet fully open. More preciesly: this field is the animation-step and if it is
1123 set to the 'closed' step of the animation the hole is closed and if it is on
1124 the 'open' animation step (I<wc> = 0), the hole is open.
1125
1126 =item I<sp> <number>
1127
1128 The destination y coordinates on the same map.
1129
1130 =item I<hp> <number>
1131
1132 The destination x coordinates on the same map.
1133
1134 =back
1135
1136 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1137
1138 This type is doing the actual damage to the ones who were attacked
1139 via AT_POISON (or drank B<POISON>).
1140
1141 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1142 there for details).
1143
1144 =over 4
1145
1146 =item I<dam> <number>
1147
1148 Each time the poisoning is proccessed (which is determined by the I<speed> and
1149 I<speed_left> fields, see the general object fields description above) it hits
1150 the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1151 simply hit the player with no strings attached).
1152
1153 =item I<food> <number>
1154
1155 Just a note: The posioning is removed if I<food> == 1 and not if
1156 the whole I<duration> is up, because the B<POISONING> code has to remove
1157 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1158 deletes the B<POISONING> object.
1159
1160 =back
1161
1162 =head3 B<FORCE> - type 114 - Forces
1163
1164 Forces are a very 'thin' type. They don't have much behaviour other than
1165 disappearing after a time and/or affecting the player if they are in his
1166 inventory.
1167
1168 Forces only take effect on the player if they have FLAG_APPLIED set.
1169
1170 Whether the I<duration> field is processed or not per tick is controlled by the
1171 I<speed> and I<speed_left> fields. Look above in the generic object field description.
1172
1173 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1174 interpreter like described in the description of the FLAG_IS_USED_UP flag.
1175 BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1176 will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1177 removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1178 have good semantics on forces, try to avoid it.
1179
1180 =over 4
1181
1182 =item I<duration>
1183
1184 While this field is greater than 0 the force/object is not destroyed. It is
1185 decreased each tick by 1.
1186
1187 If it reaches 0 the force/object is destroyed.
1188
1189 This field can have this meaning for B<any> object if that object has
1190 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1191 what happens then.
1192
1193 =back
1194
1195 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1196
1197 This object is generated by the B<POTION> code when the potion is a resistance
1198 giving potion. It has mainly the same behaviour as a B<FORCE>.
1199
1200 The specialty of the potion effect is that the resistancy it gives is absolute,
1201 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1202 fire.
1203
1204 Multiple potion effects only give you the maximum of their resistancy.