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Revision: 1.33
Committed: Sat Nov 7 18:30:05 2009 UTC (14 years, 6 months ago) by root
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Changes since 1.32: +2 -2 lines
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# 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.x11
42 anim
43 button_sma.x11
44 button_sma.x12
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 =item FLAG_MONSTER
335
336 Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
337 change their meaning, including:
338
339 =over 4
340
341 =item I<wis>
342
343 Governs the "wake-up radius" - the radius within a monster detects an enemy.
344
345 Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
346 will partake in basic smell finding. 10 and up additionally spreads smell
347 knowledge, and 15 and up additionally will try to perturb the path as to
348 find shortcuts.
349
350 =back
351
352 =back
353
354 =head2 Description of type specific fields and behaviour
355
356 The beginning of the headers of the following subsection
357 are the server internal names for the objects types, see include/define.h.
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 "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 "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 - Edible 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 probability of poisoning. The higher the level difference
570 between the one who is hit and the poision the more probable 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 probability 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 probability 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<MOOD_FLOOR> - type 65 - change mood of monsters
1062
1063 speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1064 changes.
1065
1066 (based on value that last_sp takes):
1067 0: 'furious' Makes all monsters aggressive
1068 1: 'angry' As above but pets are unaffected
1069 2: 'calm' Makes all monsters unaggressive
1070 3: 'sleep' Puts all monsters to sleep
1071 4: 'charm' Makes monster into a pet of person
1072 who triggers the square. This setting
1073 is not enabled for continous operation
1074 5: 'destroy mons' destroy any monsters on this space
1075 6: 'destroy pets' destroy friendly monsters on this space
1076
1077 =head3 B<FLESH> - type 72 - Organs and body parts
1078
1079 See B<FOOD> description.
1080
1081 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1082
1083 A type for any object that has no special behaviour.
1084
1085 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1086
1087 This type of objects multiplies objects that are above it when it is activated.
1088 You can even multiply by 0, which will destroy the object.
1089
1090 =over 4
1091
1092 =item I<level> <number>
1093
1094 The multiplicator, if set to 0 or lower it will destroy the objects above it.
1095
1096 =item I<other_arch> <string>
1097
1098 The archetype name of the objects that should be multiplied.
1099
1100 =item I<connected> <number>
1101
1102 See generic object field description.
1103
1104 =back
1105
1106 =head3 B<HOLE> - type 94 - Holes
1107
1108 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1109 opens and/or is completly open all objects above it fall through (more
1110 precisely: if their head is above the hole).
1111
1112 When the B<HOLE> is activated it's speed is set to 0.5.
1113
1114 These holes can only transfer the one who falls through to other coordinates
1115 on the same map.
1116
1117 =over 4
1118
1119 =item I<maxsp> (0|1)
1120
1121 This field negates the state of the connection: When maxsp is 1 the pit will
1122 open/close when the connection is deactivated. Otherwise it will open/close
1123 when the connection is activated. This field only has effect when the
1124 connection is triggered. So if you put a closed hole on a map, and the
1125 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1126 connection was triggered once.
1127
1128 =item I<connected> <connection id>
1129
1130 This is the connection id, which lets the hole opening or closing when
1131 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1132 at which connection state the object is activated.
1133
1134 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1135 the connection is released.
1136
1137 =item I<wc> <number> (internal)
1138
1139 This is an internal field. If it is greater than 0 it means that the hole is not
1140 yet fully open. More preciesly: this field is the animation-step and if it is
1141 set to the 'closed' step of the animation the hole is closed and if it is on
1142 the 'open' animation step (I<wc> = 0), the hole is open.
1143
1144 =item I<sp> <number>
1145
1146 The destination y coordinates on the same map.
1147
1148 =item I<hp> <number>
1149
1150 The destination x coordinates on the same map.
1151
1152 =back
1153
1154 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1155
1156 This type is doing the actual damage to the ones who were attacked
1157 via AT_POISON (or drank B<POISON>).
1158
1159 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1160 there for details).
1161
1162 =over 4
1163
1164 =item I<dam> <number>
1165
1166 Each time the poisoning is proccessed (which is determined by the I<speed> and
1167 I<speed_left> fields, see the general object fields description above) it hits
1168 the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1169 simply hit the player with no strings attached).
1170
1171 =item I<food> <number>
1172
1173 Just a note: The posioning is removed if I<food> == 1 and not if
1174 the whole I<duration> is up, because the B<POISONING> code has to remove
1175 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1176 deletes the B<POISONING> object.
1177
1178 =back
1179
1180 =head3 B<FORCE> - type 114 - Forces
1181
1182 Forces are a very 'thin' type. They don't have much behaviour other than
1183 disappearing after a time and/or affecting the player if they are in his
1184 inventory.
1185
1186 Forces only take effect on the player if they have FLAG_APPLIED set.
1187
1188 Whether the I<duration> field is processed or not per tick is controlled by the
1189 I<speed> and I<speed_left> fields. Look above in the generic object field description.
1190
1191 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1192 interpreter like described in the description of the FLAG_IS_USED_UP flag.
1193 BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1194 will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1195 removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1196 have good semantics on forces, try to avoid it.
1197
1198 =over 4
1199
1200 =item I<duration>
1201
1202 While this field is greater than 0 the force/object is not destroyed. It is
1203 decreased each tick by 1.
1204
1205 If it reaches 0 the force/object is destroyed.
1206
1207 This field can have this meaning for B<any> object if that object has
1208 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1209 what happens then.
1210
1211 =back
1212
1213 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1214
1215 This object is generated by the B<POTION> code when the potion is a resistance
1216 giving potion. It has mainly the same behaviour as a B<FORCE>.
1217
1218 The specialty of the potion effect is that the resistancy it gives is absolute,
1219 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1220 fire.
1221
1222 Multiple potion effects only give you the maximum of their resistancy.