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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> <float>
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 Negative speed settings in archetypes and files cause a speed_left
128 randomisation on load or instantiatian, but for calculations, the absolute
129 value is used always.
130
131 =item I<speed_left> <float>
132
133 If this field is greater than 0 and the object is on the
134 active list (mostly means it's speed is also greater than 0):
135
136 - speed_left is decreased by 1
137 - and this object is processed and experiences a server tick.
138
139 If the object is on the active list and I<speed_left> is lower or
140 equal to 0 the absolute value of the I<speed> is added to I<speed_left>
141 on the end of the tick.
142
143 This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
144 the more seldom the object is processed. And the higher I<speed> is
145 the more often the object is processed.
146
147 =item I<connected> <identifier>
148
149 When this field is set the object will be linked to a connection with the
150 same <identifier>. What happens when the connection is 'activated' depends on the
151 type of the object.
152
153 FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
154 when to activate the object, see description of these below for further details.
155
156 =item I<no_drop> (0|1)
157
158 Sets the flag FLAG_NO_DROP.
159 See Flags section below.
160
161 =item I<applied> (0|1)
162
163 Sets the flag FLAG_APPLIED.
164 See Flags section below.
165
166 =item I<is_used_up> (0|1)
167
168 Sets the flag FLAG_IS_USED_UP.
169 See Flags section below.
170
171 =item I<changing> (0|1)
172
173 Sets the flag FLAG_CHANGING.
174 See Flags section below.
175
176 =item I<auto_apply> (0|1)
177
178 Sets the flag FLAG_AUTO_APPLY.
179 See Flags section below.
180
181 =item I<no_steal> (0|1)
182
183 Sets the flag FLAG_NO_STEAL.
184 See Flags section below.
185
186 =item I<reflecting> (0|1)
187
188 Sets the flag FLAG_REFLECTING.
189 See Flags section below.
190
191 =item I<reflect_spell> (0|1)
192
193 Sets the flag FLAG_REFL_SPELL.
194 See Flags section below.
195
196 =item I<no_skill_ident> (0|1)
197
198 Sets the flag FLAG_NO_SKILL_IDENT.
199 See Flags section below.
200
201 =item I<activate_on_push> (0|1) (default: 1)
202
203 Sets the flag FLAG_ACTIVATE_ON_PUSH.
204 See Flags section below.
205
206 =item I<activate_on_release> (0|1) (default: 1)
207
208 Sets the flag FLAG_ACTIVATE_ON_RELEASE.
209 See Flags section below.
210
211 =item I<is_lightable> (0|1)
212
213 Sets the flag FLAG_IS_LIGHTABLE.
214 See Flags section below.
215
216 =item I<editable> (more than deprecated)
217
218 This field had a special meaning for crossedit, which used parts
219 of the server code for editing. Wherever you see this field being
220 set in an archetype ignore it and/or remove it. No code interprets this
221 field anymore.
222
223 =item I<last_heal>, I<last_sp>
224
225 For monsters and other living stuff that heals or regenarates hp or sp,
226 these contain the fractional part of any healing that couldn't be applied
227 to hp and sp yet.
228
229 =back
230
231 =head3 Flags
232
233 Here are the effects of the flags described.
234
235 =over 4
236
237 =item FLAG_NO_DROP
238
239 An object can't be picked up and dropped.
240
241 =item FLAG_APPLIED
242
243 This flag mostly states whether this object has been 'applied' by the player.
244 For objects that are applied by the code or have this flag set in the archetype
245 it mostly means 'this object is active'.
246
247 For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
248 of flags from objects in his inventory is toggled by this flag.
249
250 =item FLAG_IS_USED_UP
251
252 This flag controls whether an object is 'used up'. If it is set I<food>
253 is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
254
255 If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
256 this object is removed or not, see the B<FORCE> type below for the meaning
257 of the duration field in this context.
258
259 If FLAG_APPLIED is not set the object is destroyed.
260
261 =item FLAG_CHANGING
262
263 If the I<state> field of the object is 0 the object will be processed periodically
264 (if I<speed> is set). If the I<state> field is 1 it won't be processed.
265
266 This flag indicates that the object is changing into a different object.
267 The object has to have the I<other_arch> field set. The object the changing object
268 changes into is derived from the archetype in I<other_arch>.
269
270 When the object does not have FLAG_ALIVE set the I<food> field will be decremented
271 each time the object is processed, and if I<food> reaches 0 one new object will be generated.
272
273 When the object has FLAG_ALIVE set the I<food> field is the number of objects that
274 will be generated.
275
276 After the new object is created the I<hp> field from the old object is copied into
277 the new one.
278
279 =item FLAG_IS_A_TEMPLATE (internal use)
280
281 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
282 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
283
284 =item FLAG_AUTO_APPLY
285
286 This flag has currently only meaning for the B<TREASURE> type, see below.
287
288 =item FLAG_ACTIVATE_ON_PUSH
289
290 This flag has only meaning for objects that can be linked together
291 by the I<connected> field and controls wether the object should
292 be activated when the connection is 'pushed' or it is 'released'.
293
294 What 'pushed' and 'released' means depends on the object that
295 activates the connection.
296
297 This flag is by default on.
298
299 =item FLAG_ACTIVATE_ON_RELEASE
300
301 This flag has only meaning for objects that can be linked together
302 by the I<connected> field and controls wether the object should
303 be activated when the connection is 'pushed' or it is 'released'.
304
305 What 'pushed' and 'released' means depends on the object that
306 activates the connection.
307
308 This flag is by default on.
309
310 =item FLAG_NO_STEAL
311
312 When this flag is set this object can't be stolen. The flag will be
313 reset once the object is placed on a map.
314
315 When this flag is set on a monster it can defend attempts at stealing
316 (but in this context the flag is only used internally).
317
318 =item FLAG_NO_SKILL_IDENT
319
320 This flag is mostly used internal and prevents unidentified objects
321 (objects which don't have FLAG_IDENTIFIED set) being identified
322 multiple times by skills.
323
324 This flag is used to mark objects which were unsuccessfully identified by a
325 players skill. So that multiple tries of identifying aren't more effective than
326 one.
327
328 =item FLAG_REFLECTING
329
330 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
331 to indicate whether this object reflects off walls.
332
333 =item FLAG_REFL_SPELL
334
335 This flag indicates whether something reflects spells, like spell reflecting
336 amuletts.
337
338 =item FLAG_IS_LIGHTABLE
339
340 This flag indicates whether a B<LIGHTER> can light this object. See also the
341 description of the B<LIGHTER> type. How easy you can light an item depends
342 partially on the material of the object.
343
344 =item FLAG_MONSTER
345
346 Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
347 change their meaning, including:
348
349 =over 4
350
351 =item I<wis>
352
353 Governs the "wake-up radius" - the radius within a monster detects an enemy.
354
355 Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
356 will partake in basic smell finding. 10 and up additionally spreads smell
357 knowledge, and 15 and up additionally will try to perturb the path as to
358 find shortcuts.
359
360 =back
361
362 =back
363
364 =head2 Description of type specific fields and behaviour
365
366 The beginning of the headers of the following subsection
367 are the server internal names for the objects types, see include/define.h.
368
369 =head3 B<TRANSPORT> - type 2 - Player transports
370
371 This type is implemented by the transport extension and has currently no special
372 fields that affect it.
373
374 =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
375
376 Rods contain spells and can be fired by a player.
377
378 =over 4
379
380 =item I<level> <number>
381
382 This field is used for calculating the spell level that can be fired
383 with this rod, it's also the maximum level of the spell that can be fired.
384 The level of the spell that is being fired depends mostly on
385 the 'use magic item' skill level of the player and 1/10 of the level of the
386 rod is added as bonus.
387
388 =item I<hp> <number>
389
390 The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
391 maxhp/10> per tick.
392
393 =item I<maxhp> <number>
394
395 The maximum amount of spellpoints this rod has.
396
397 =item I<skill> <skill name>
398
399 This field determines which skill you need to apply this object.
400
401 =back
402
403 =head3 B<TREASURE> - type 4 - Treasures
404
405 This type of objects are for random treasure generation in maps.
406 If this object is applied by a player it will replace itself with it's
407 inventory. If it is automatically applied
408 generate a treasure and replace itself with the generated treasure.
409
410 Chests are also of this type, their treasures are generated by
411 the auto apply code on map instantiation.
412
413 =over 4
414
415 =item I<hp> <number>
416
417 The number of treasures to generate.
418
419 =item I<exp> <level>
420
421 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
422 and the difficulty for the treasurecode only depends on the maps difficulty,
423 otherwise the exp field has the following meaning:
424
425 If this field is not 0 it is passed as the difficulty
426 to the treasure generation code to determine how good, how much
427 worth a treasure is or what bonuses it is given by the treasure code.
428
429 If this field is not set or 0 the difficulty of the map is passed to the treasure
430 generation code.
431
432 =item I<randomitems> <treasurelist>
433
434 The treasurelist to use to generate the treasure which is put in the
435 treasure objects inventory.
436
437 =back
438
439 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
440
441 These objects contain a spell and will emit it on apply, which most
442 of the time has the meaning of 'drinking'.
443
444 If no resistancy field, stat field or attacktype is set and no spell
445 is put in the potion by the sp field or the randomitems the
446 potion will become an artifact and the artifact code decides which kind
447 of potion will be generated.
448
449 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
450 will yield an explosion and hurt the player.
451
452 =over 4
453
454 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
455
456 These stat fields determine how many stat points the player gets
457 when he applies this potion.
458
459 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
460
461 =item I<sp> <number>
462
463 If this field is set and the randomitems field is not set
464 the field is interpreted as spell number, please look the right
465 number up in common/loader.C.
466
467 If this field is set the randomitems field will be unset by the
468 map loading code.
469
470 =item I<attacktype> <attacktype>
471
472 This field has some special meaning in potions, currently the
473 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
474 restoration potion or improvement potion.
475 See include/attackinc.h for the bits of these types.
476
477 If AT_DEPLETE is set the player will be restored and the "depletion"
478 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
479 set the player will be drained a random stat by inserting an "depletion"
480 into him.
481
482 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
483 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
484
485 =item I<resist_RESISTANCY> <number>
486
487 If this stat is set and no spell is in the potion the potion
488 will create a force that give the player this specific resistancy.
489 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
490 and the potion will last 10 times longer than the default force archetype
491 FORCE_NAME (at the moment of this writing spell/force.arc).
492
493 =item I<randomitems> <treasurelist>
494
495 The inventory/spell of the potion will be created by calling the treasure code
496 with the treasurelist specified here. (I guess it's highly undefined what
497 happens if there is not a spell in the potions inventory).
498
499 =item I<on_use_yield> <archetype>
500
501 When this object is applied an instance of <archetype> will be created.
502
503 =item I<subtypes> <potion subtype>
504
505 see include/spells.h for possible potion subtypes, there are currently 4:
506
507 =over 4
508
509 =item POT_SPELL
510
511 Unused, default behaiour of a potion.
512
513 =item POT_DUST
514
515 This potion can be thrown to cast the spell that it has in it's inventory,
516 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
517 server will log an error.
518
519 =item POT_FIGURINE
520
521 Unused, default behaiour of a potion.
522
523 =item POT_BALM
524
525 Unused, default behaiour of a potion.
526
527 =back
528
529 =back
530
531 =head3 B<FOOD> - type 6 - Edible stuff
532
533 This is for objects that are representing general eatables like
534 beef or bread.
535
536 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
537 give different messages.
538
539 The specialty of B<FLESH> is that it inherits the resistancies of the
540 monsters it was generated in and will let dragons raise their resistancies
541 with that. If the monster has the B<POISON> attacktype the B<FLESH>
542 will change into B<POISON>.
543
544 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
545 and if he doesn't find any of that he will start eating B<FLESH>.
546
547 =over 4
548
549 =item I<title> <string>
550
551 If the food has B<title> set or is cursed it is considered 'special', which
552 means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
553 I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
554 on the player.
555
556 The higher the I<food> field is the longer the improvement of the player lasts
557 (except for I<hp> and I<sp>).
558
559 =item I<food> <number>
560
561 This is the amount of food points the player gets when he eats this.
562
563 =item I<on_use_yield> <archetype>
564
565 When this object is applied an instance of <archetype> will be created.
566
567 =back
568
569 =head3 B<POISON> - type 7 - Poisonous stuff
570
571 This type is for objects that can poison the player when he drinks/applies it.
572 When applied it will hit the attacked with AT_POISON and will create
573 a B<POISONING> object in the one who was hit.
574
575 =over 4
576
577 =item I<level> <number>
578
579 This field affects the probability of poisoning. The higher the level difference
580 between the one who is hit and the poision the more probable it is the attacked
581 one will be poisoned.
582
583 =item I<slaying> <race>
584
585 This field has the usual meaning of 'slaying', when the
586 poisoned's race matches the I<slaying> field the damage done by the poison
587 is multiplied by 3.
588
589 =item I<hp> <number>
590
591 This is the amount of damage the player will receive from applying this. The
592 attacktype AT_POISON will be used to hit the player and the damage will
593 determine the strenght, duration and depletion of stats of the poisoning. The
594 created B<POISONING> object which is being placed in the one who was attacked will
595 get the damage from this field (which is maybe adjusted by slaying or the
596 resistancies).
597
598 =item I<food> <number>
599
600 1/4 of <number> will be drained from the players I<food>.
601
602 =item I<on_use_yield> <archetype>
603
604 When this object is applied an instance of <archetype> will be created.
605
606 =back
607
608 =head3 B<BOOK> - type 8 - Readable books
609
610 This type is basically for representing text books in the game.
611
612 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
613
614 =over 4
615
616 =item I<msg> <text>
617
618 This is the contents of the book. When this field is unset
619 at treasure generation a random text will be inserted.
620
621 =item I<skill> <skill name>
622
623 The skill required to read this book. (The most resonable
624 skill would be literacy).
625
626 =item I<exp> <number>
627
628 The experience points the player get for reading this book.
629
630 =item I<subtype> <readable subtype>
631
632 This field determines the type of the readable.
633 Please see common/readable.C in the readable_message_types table.
634
635 =back
636
637 =head3 B<CLOCK> - type 9 - Clocks
638
639 This type of objects just display the time when being applied.
640
641 =head3 B<VEIN> - type 10 - item veins for mining
642
643 Provides a place to apply to mining skill to.
644
645 =item I<other_arch> <archname>
646
647 The architecture to create on a successful mine.
648
649 =item I<food> <number>
650
651 The number of items to produce from this vein.
652
653 =item I<ac> <percentage>
654
655 The base chance of getting an item.
656
657 =item I<race> <identifier>
658
659 Race of required extraction tools.
660
661 =back
662
663 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
664
665 This is a spell effect of a moving bolt. It moves straigt forward
666 through the map until something blocks it.
667 If FLAG_REFLECTING is set it even reflects on walls.
668
669 FLAG_IS_TURNABLE should be set on these objects.
670
671 =over 4
672
673 =item I<move_type> <movetype>
674
675 This field affects the move type with which the lightning moves through
676 the map and which map cells will reflect or block it.
677
678 =item I<attacktype> <attacktype>
679
680 The attacktype with which it hits the objects on the map.
681
682 =item I<dam> <number>
683
684 The damage this bolt inflicts when it hits objects on the map.
685
686 =item I<Dex> <number>
687
688 This is the fork percentage, it is reduced by 10 per fork.
689 And the I<dam> field is halved on each fork.
690
691 =item I<Con> (internal)
692
693 This value is a percentage of which the forking lightning
694 is deflected to the left. This value should be mostly used internally.
695
696 =item I<duration> <number>
697
698 The duration the bolt stays on a map cell. This field is decreased each time
699 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
700 the generic object field description).
701
702 =item I<range> <number>
703
704 This is the range of the bolt, each space it advances this field is decreased.
705
706 =back
707
708 =head3 B<ARROW> - type 13 - Arrows
709
710 This is the type for objects that represent projectiles like arrows.
711 The movement of B<THROWN_OBJ>s behave similar to this type.
712
713 Flying arrows are stopped either when they hit something blocking
714 (I<move_block>) or something which is alive.
715 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
716 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
717 damage with a small chance which is affected by the I<level> field of the arrow.
718
719 If FLAG_REFLECTING is set on the arrow it will bounce off everything
720 that is not alive and blocks it's movement.
721
722 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
723 fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
724 the object, to restore them once the arrow has been stopped.
725
726 =over 4
727
728 =item I<dam> <number>
729
730 The amount of damage that is being done to the victim that gets hit.
731 This field is recomputed when the arrow is fired and will consist
732 of the sum of a damage bonus (see description of the B<BOW> type),
733 the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
734 and the arrows I<magic> field.
735
736 =item I<wc> <number>
737
738 The weapon class of the arrow, which has effect on the probability of hitting.
739
740 It is recomputed when the arrow is being fired by this formula:
741
742 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
743 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
744
745 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
746 level is not added.
747
748 wc_mod is dependend on the fire mode of the bow. For a more detailed
749 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
750
751 =item I<magic> <number>
752
753 This field is added to the damage of the arrow when it is shot and
754 will also improve it's I<speed> by 1/5 of it's value.
755
756 =item I<attacktype> <attacktype>
757
758 Bitfield which decides the attacktype of the damage, see include/attackinc.h
759 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
760
761 =item I<level> <number> (interally used)
762
763 The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
764 see above in the B<ARROW> description.
765
766 The I<level> is set when the arrow is fired to either the skill level or the
767 shooters level.
768
769 =item I<speed> <number> (internal)
770
771 This field shouldn't be set directly in the archetype, the arrow will get it's
772 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
773 arrow will be stopped immediatly.
774
775 On fireing the I<speed> of the arrow is computed of 1/5 of the
776 sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
777 of the bows I<dam> field is added to the I<speed> of the arrow.
778
779 The minimum I<speed> of an arrow is 1.0.
780
781 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
782
783 If the I<speed> is above 10.0 it goes straight through the creature it hits and
784 its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
785 stopped and either stuck into the victim (see I<weight> field description) or
786 put on its map square (if it didn't break, see description of the I<food> field).
787
788 =item I<weight> <number>
789
790 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
791 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
792
793 =item I<food> <number>
794
795 The breaking percentage. 100 (%) means: breaks on usage for sure.
796
797 =item I<inventory> (internal)
798
799 If the flying/moving object has something in it's inventory and it stops, it
800 will be replaced with it's inventory. Otherwise it will be handled as usual,
801 which means: it will be calculated whether the arrow breaks and it will be
802 reset for reuse.
803
804 =item I<slaying> <string>
805
806 When the bow that fires this arrow has it's I<slaying> field set it is copied
807 to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
808
809 =item I<move_type> <movetype> (internally used)
810
811 This field is set when the arrow is shot to MOVE_FLY_LOW.
812
813 =item I<move_on> <movetype> (internally used)
814
815 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
816
817 =item I<race> <string>
818
819 The I<race> field is a unique key that assigns arrows, bows and quivers. When
820 shooting an arrow the bows I<race> is used to search for arrows (which have the
821 same I<race> as the bow) in the players inventory and will recursively search in
822 the containers (which are applied and have the same I<race> as the bow and the arrow).
823
824 =back
825
826 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
827
828 TODO, but take into account B<ARROW> description above!
829
830 =head3 B<WEAPON> - type 15 - Weapons
831
832 This type is for general hack and slash weapons like swords, maces
833 and daggers and and ....
834
835 =over 4
836
837 =item I<weapontype> <type id>
838
839 decides what attackmessages are generated, see include/define.h
840
841 =item I<attacktype> <bitmask>
842
843 bitfield which decides the attacktype of the damage, see include/attackinc.h
844
845 =item I<dam> <number>
846
847 amount of damage being done with the attacktype
848
849 =item I<item_power> <level>
850
851 the itempower of this weapon.
852
853 =item I<name>
854
855 the name of the weapon.
856
857 =item I<level> (internal)
858
859 The improvement state of the weapon.
860 If this field is greater than 0 the I<name> field starts with the
861 characters name who improved this weapon.
862
863 =item I<last_eat> (internal)
864
865 This seems to be the amount of improvements of a weapon,
866 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
867
868 ((who->level / 5) + 5) >= op->last_eat
869
870 =item I<last_sp>
871
872 the weapon speed (see magic description)
873
874 =item I<food> <number>
875
876 addition to food regeneration of the player
877
878 =item I<hp> <number>
879
880 addition to health regeneration
881
882 =item I<sp> <number>
883
884 addition to mana regeneration
885
886 =item I<grace> <number>
887
888 addititon to grace regeneration
889
890 =item I<gen_sp_armour> <number>
891
892 the players I<gen_sp_armour> field (which is per default 10) is being added the
893 <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
894 do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
895 I<gen_sp_armour> limits the amout of regenerated spellpoints.
896
897 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
898 I<sp> regeneration.
899
900 =item I<body_BODYSLOT>
901
902 The part/slot of the body you need to use this weapon, possible values for
903 C<BODYSLOT> should be looked up in common/item.C at body_locations.
904
905 The value (in the range C<-7..7>) gives the number of those body slots
906 used up by the item (if negative) or the number of body slots this object
907 has (if positive, e.g. for monsters or players). The special value C<0>
908 indicates that this object cannot equip items requiring these body slots.
909
910 =item I<resist_RESISTANCY> <number>
911
912 this is the factor with which the difference of the players resistancy and 100%
913 is multiplied, something like this:
914
915 additional_resistancy = (100 - current_resistancy) * (<number>/100)
916
917 if <number> is negative it is added to the total vulnerabilities,
918 and later the total resistance is decided by:
919
920 'total resistance = total protections - total vulnerabilities'
921
922 see also common/living.C:fix_player.
923
924 =item I<path_(attuned|repelled|denied)>
925
926 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
927 for the pathes.
928
929 =item I<luck> <number>
930
931 this luck is added to the players I<luck>
932
933 =item I<move_type>
934
935 if the weapon has a I<move_type> set the player inherits it's I<move_type>
936
937 =item I<exp> <number>
938
939 the added_speed and bonus_speed of the player is raised by <number>/3.
940 if <number> < 0 then the added_speed is decreased by <number>
941
942 =item I<weight>
943
944 the weight of the weapon
945
946 =item I<magic>
947
948 the I<magic> field affects the amounts of the following fields:
949
950 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
951
952 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
953
954 - dam: the players dam is adjusted by: player->dam += (dam + magic)
955
956 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
957 (minium is 0)
958
959 =item I<ac> <number>
960
961 the amount of ac points the player's I<ac> is decreased when applying this object.
962
963 =item I<wc> <number>
964
965 the amount of wc points the player's I<wc> is decreased when applying this object.
966
967 =back
968
969 =head4 Player inherits following flags from weapons:
970
971 FLAG_LIFESAVE
972 FLAG_REFL_SPELL
973 FLAG_REFL_MISSILE
974 FLAG_STEALTH
975 FLAG_XRAYS
976 FLAG_BLIND
977 FLAG_SEE_IN_DARK
978 FLAG_UNDEAD
979
980 =head3 B<GRIMREAPER> - type 28 - Grimreapers
981
982 These type are mostly used for monsters, they give the
983 monster the ability to dissapear after 10 hits with AT_DRAIN.
984
985 =over 4
986
987 =item I<value> <number>
988
989 This field stores the hits the monster did yet.
990
991 =back
992
993 =head3 B<CREATOR> - type 42 - Object creators
994
995 Once a creator is activated by a connection it creates a number of objects
996 (cloned from it's inventory or a new object derived from the archetype
997 named in the other_arch slot).
998
999 If FLAG_LIVESAFE is set the number of uses is unlimited.
1000
1001 =over 4
1002
1003 =item I<hp> <number>
1004
1005 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
1006 be used.
1007
1008 =item I<speed> <float>
1009
1010 If I<speed> is set the creator will create an object periodically,
1011 see I<speed> and I<speed_left> fields in the general object field description
1012 for more details.
1013
1014 =item I<slaying> <string>
1015
1016 If set the generated object's name and title will be set to this.
1017
1018 =item I<other_arch> <string>
1019
1020 If the inventory of the creator is empty new objects will be derived from the
1021 archetype named by <string>.
1022
1023 =item I<connected> <identifier>
1024
1025 See generic object field description.
1026
1027 =back
1028
1029 =head3 B<SKILL> - type 43 - Skills
1030
1031 This type is basically for representing skills in the game.
1032
1033 =over 4
1034
1035 =item I<subtype> <skill number>
1036
1037 =item I<skill> <string>
1038
1039 The skill identifier used by other items, usually the skill name
1040
1041 =item I<level> <percentage>
1042
1043 not used?
1044
1045 =item I<exp> <number>
1046
1047 Base amount of experience in a skill, for skills not starting at zero.
1048
1049 =item I<expmul> <float>
1050
1051 Experience is multiplied by this factor.
1052
1053 =item I<cached_sp> <integer>
1054
1055 Used internally by the server (cannot be used in files).
1056
1057 =back
1058
1059 =head3 B<DRINK> - type 54 - Drinkable stuff
1060
1061 See B<FOOD> description.
1062
1063 =head3 B<CHECK_INV> - type 64 - Inventory checkers
1064
1065 This object checks whether the player has a specific item in his
1066 inventory when he moves above the inventory checker. If the player has
1067 the item (or not, which can be controlled with a flag) a connection will be triggered.
1068
1069 If you set I<move_block> you can deny players and monsters to reach the space where
1070 the inventory checker is on, see I<move_block> description below.
1071
1072 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1073 So matching one of those conditions is enough.
1074
1075 =over 4
1076
1077 =item I<move_block> <move type bitmask>
1078
1079 If you set this field to block a movetype the move code will block any moves
1080 onto the space with the inventory checker, IF the moving object doesn't have
1081 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1082
1083 =item I<last_sp> (0|1)
1084
1085 If I<last_sp> is 1 'having' the item that is being checked for will
1086 activate the connection or make the space with the checker non-blocking.
1087 If I<last_sp> is 0 'not having' the item will activate the connection
1088 or make the space with the checker non-blocking.
1089
1090 =item I<last_heal> (0|1)
1091
1092 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1093 activates a connection and finds the item in the inventory.
1094
1095 (A inventory checker that blocks a space won't remove anything from inventories)
1096
1097 =item I<hp> <number>
1098
1099 If this field is not 0 the inventory checker will search for an object
1100 with the type id <number>.
1101
1102 =item I<slaying> <string>
1103
1104 If this field is set the inventory checker will search for an object that
1105 has the same string in the I<slaying> field (for example a key string of a key).
1106
1107 =item I<race> <string>
1108
1109 If this field is set the inventory checker will search for an object which
1110 has the archetype name that matches <string>.
1111
1112 =item I<connected> <identifier>
1113
1114 This is the connection that will be activated. The connection is
1115 'pushed' when someone enters the space with the inventory checker,
1116 and it is 'released' when he leaves it.
1117
1118 See also the description of the I<connected> field in the generic object
1119 field section.
1120
1121 =back
1122
1123 =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1124
1125 speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1126 changes.
1127
1128 (based on value that last_sp takes):
1129 0: 'furious' Makes all monsters aggressive
1130 1: 'angry' As above but pets are unaffected
1131 2: 'calm' Makes all monsters unaggressive
1132 3: 'sleep' Puts all monsters to sleep
1133 4: 'charm' Makes monster into a pet of person
1134 who triggers the square. This setting
1135 is not enabled for continous operation
1136 5: 'destroy mons' destroy any monsters on this space
1137 6: 'destroy pets' destroy friendly monsters on this space
1138
1139 =head3 B<FLESH> - type 72 - Organs and body parts
1140
1141 See B<FOOD> description.
1142
1143 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1144
1145 A type for any object that has no special behaviour.
1146
1147 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1148
1149 This type of objects multiplies objects that are above it when it is activated.
1150 You can even multiply by 0, which will destroy the object.
1151
1152 =over 4
1153
1154 =item I<level> <number>
1155
1156 The multiplicator, if set to 0 or lower it will destroy the objects above it.
1157
1158 =item I<other_arch> <string>
1159
1160 The archetype name of the objects that should be multiplied.
1161
1162 =item I<connected> <identifier>
1163
1164 See generic object field description.
1165
1166 =back
1167
1168 =head3 B<HOLE> - type 94 - Holes
1169
1170 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1171 opens and/or is completly open all objects above it fall through (more
1172 precisely: if their head is above the hole).
1173
1174 When the B<HOLE> is activated it's speed is set to 0.5.
1175
1176 These holes can only transfer the one who falls through to other coordinates
1177 on the same map.
1178
1179 =over 4
1180
1181 =item I<maxsp> (0|1)
1182
1183 This field negates the state of the connection: When maxsp is 1 the pit will
1184 open/close when the connection is deactivated. Otherwise it will open/close
1185 when the connection is activated. This field only has effect when the
1186 connection is triggered. So if you put a closed hole on a map, and the
1187 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1188 connection was triggered once.
1189
1190 =item I<connected> <identifier>
1191
1192 This is the connection id, which lets the hole opening or closing when
1193 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1194 at which connection state the object is activated.
1195
1196 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1197 the connection is released.
1198
1199 =item I<wc> <number> (internal)
1200
1201 This is an internal field. If it is greater than 0 it means that the hole is not
1202 yet fully open. More preciesly: this field is the animation-step and if it is
1203 set to the 'closed' step of the animation the hole is closed and if it is on
1204 the 'open' animation step (I<wc> = 0), the hole is open.
1205
1206 =item I<sp> <number>
1207
1208 The destination y coordinates on the same map.
1209
1210 =item I<hp> <number>
1211
1212 The destination x coordinates on the same map.
1213
1214 =back
1215
1216 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1217
1218 This type is doing the actual damage to the ones who were attacked
1219 via AT_POISON (or drank B<POISON>).
1220
1221 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1222 there for details).
1223
1224 =over 4
1225
1226 =item I<dam> <number>
1227
1228 Each time the poisoning is proccessed (which is determined by the I<speed> and
1229 I<speed_left> fields, see the general object fields description above) it hits
1230 the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1231 simply hit the player with no strings attached).
1232
1233 =item I<food> <number>
1234
1235 Just a note: The posioning is removed if I<food> == 1 and not if
1236 the whole I<duration> is up, because the B<POISONING> code has to remove
1237 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1238 deletes the B<POISONING> object.
1239
1240 =back
1241
1242 =head3 B<FORCE> - type 114 - Forces
1243
1244 Forces are a very 'thin' type. They don't have much behaviour other than
1245 disappearing after a time and/or affecting the player if they are in his
1246 inventory.
1247
1248 Forces only take effect on the player if they have FLAG_APPLIED set.
1249
1250 Whether the I<duration> field is processed or not per tick is controlled by the
1251 I<speed> and I<speed_left> fields. Look above in the generic object field description.
1252
1253 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1254 interpreter like described in the description of the FLAG_IS_USED_UP flag.
1255 BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1256 will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1257 removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1258 have good semantics on forces, try to avoid it.
1259
1260 =over 4
1261
1262 =item I<duration>
1263
1264 While this field is greater than 0 the force/object is not destroyed. It is
1265 decreased each tick by 1.
1266
1267 If it reaches 0 the force/object is destroyed.
1268
1269 This field can have this meaning for B<any> object if that object has
1270 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1271 what happens then.
1272
1273 =back
1274
1275 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1276
1277 This object is generated by the B<POTION> code when the potion is a resistance
1278 giving potion. It has mainly the same behaviour as a B<FORCE>.
1279
1280 The specialty of the potion effect is that the resistancy it gives is absolute,
1281 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1282 fire.
1283
1284 Multiple potion effects only give you the maximum of their resistancy.