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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 editable 48
50 visibility 50
51 weight 1
52 end
53
54 The first B<field> is I<name>: 'button_trigger', which basically means that
55 instances (objects) that are created/derived from this archetype have the
56 name 'button' (which means that the field I<name> of the object will be set
57 to the same value as the archetypes field I<name>).
58
59 The next field I<type> decides the behaviour of objects derived from this archetype.
60 For a comprehensive list of types see include/define.h. For this case
61 you might find a line like:
62
63 #define TRIGGER_BUTTON        30
64
65 The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
66 For more information on this look in the Flags subsection in the next section
67
68 The following documentation will also document the meaning of internal used
69 fields of objects. These fields are marked as (internal) and can't
70 or shouldn't be set by an archetype.
71
72 =head2 Description of (mostly) generic object fields
73
74 These are the fields that most of the objects have and/or their
75 default behaviour.
76
77 =over 4
78
79 =item I<name> <string>
80
81 The name of the object.
82
83 =item I<name_pl> <string>
84
85 The name of a collection of these objects (the plural of the name).
86
87 =item I<face> <facename>
88
89 The graphical appearance of this object.
90
91 =item I<x> <number>
92
93 The x position of the object when it is on a map.
94
95 =item I<y> <number>
96
97 The y position of the object when it is on a map.
98
99 =item I<map> (internal)
100
101 The map the object is on.
102
103 =item I<invisible> <number>
104
105 If the <number> is greater than 0 the object is invisible.
106 For players this field reflects the duration of the invisibility
107 and is decreased every tick by 1.
108
109 For non-player objects this field is not changed by server ticks.
110
111 =item I<glow_radius> <number>
112
113 This field indicates how far an object glows. Default is a radius of 0 (no
114 glowing at all). Negative glow radii darken areas - currently, negative
115 glow radii are stronger than positive ones.
116
117 =item I<speed> <float>
118
119 If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
120 on the active object list and will be processed each tick (see also speed_left!).
121
122 If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
123 from the active object list and it won't experience any processing per tick.
124
125 Negative speed settings in archetypes and files cause a speed_left
126 randomisation on load or instantiatian, but for calculations, the absolute
127 value is used always.
128
129 =item I<speed_left> <float>
130
131 If this field is greater than 0 and the object is on the
132 active list (mostly means it's speed is also greater than 0):
133
134 - speed_left is decreased by 1
135 - and this object is processed and experiences a server tick.
136
137 If the object is on the active list and I<speed_left> is lower or
138 equal to 0 the absolute value of the I<speed> is added to I<speed_left>
139 on the end of the tick.
140
141 This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
142 the more seldom the object is processed. And the higher I<speed> is
143 the more often the object is processed.
144
145 =item I<connected> <identifier>
146
147 When this field is set the object will be linked to a connection with the
148 same <identifier>. What happens when the connection is 'activated' depends on the
149 type of the object.
150
151 FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
152 when to activate the object, see description of these below for further details.
153
154 =item I<no_drop> (0|1)
155
156 Sets the flag FLAG_NO_DROP.
157 See Flags section below.
158
159 =item I<applied> (0|1)
160
161 Sets the flag FLAG_APPLIED.
162 See Flags section below.
163
164 =item I<is_used_up> (0|1)
165
166 Sets the flag FLAG_IS_USED_UP.
167 See Flags section below.
168
169 =item I<changing> (0|1)
170
171 Sets the flag FLAG_CHANGING.
172 See Flags section below.
173
174 =item I<auto_apply> (0|1)
175
176 Sets the flag FLAG_AUTO_APPLY.
177 See Flags section below.
178
179 =item I<no_steal> (0|1)
180
181 Sets the flag FLAG_NO_STEAL.
182 See Flags section below.
183
184 =item I<reflecting> (0|1)
185
186 Sets the flag FLAG_REFLECTING.
187 See Flags section below.
188
189 =item I<reflect_spell> (0|1)
190
191 Sets the flag FLAG_REFL_SPELL.
192 See Flags section below.
193
194 =item I<no_skill_ident> (0|1)
195
196 Sets the flag FLAG_NO_SKILL_IDENT.
197 See Flags section below.
198
199 =item I<activate_on_push> (0|1) (default: 1)
200
201 Sets the flag FLAG_ACTIVATE_ON_PUSH.
202 See Flags section below.
203
204 =item I<activate_on_release> (0|1) (default: 1)
205
206 Sets the flag FLAG_ACTIVATE_ON_RELEASE.
207 See Flags section below.
208
209 =item I<is_lightable> (0|1)
210
211 Sets the flag FLAG_IS_LIGHTABLE.
212 See Flags section below.
213
214 =item I<editable> (more than deprecated)
215
216 This field had a special meaning for crossedit, which used parts
217 of the server code for editing. Wherever you see this field being
218 set in an archetype ignore it and/or remove it. No code interprets this
219 field anymore.
220
221 =item I<last_heal>, I<last_sp>
222
223 For monsters and other living stuff that heals or regenarates hp or sp,
224 these contain the fractional part of any healing that couldn't be applied
225 to hp and sp yet.
226
227 =back
228
229 =head3 Flags
230
231 Here are the effects of the flags described.
232
233 =over 4
234
235 =item FLAG_NO_DROP
236
237 An object can't be picked up and dropped.
238
239 =item FLAG_APPLIED
240
241 This flag mostly states whether this object has been 'applied' by the player.
242 For objects that are applied by the code or have this flag set in the archetype
243 it mostly means 'this object is active'.
244
245 For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
246 of flags from objects in his inventory is toggled by this flag.
247
248 =item FLAG_IS_USED_UP
249
250 This flag controls whether an object is 'used up'. If it is set I<food>
251 is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
252
253 If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
254 this object is removed or not, see the B<FORCE> type below for the meaning
255 of the duration field in this context.
256
257 If FLAG_APPLIED is not set the object is destroyed.
258
259 =item FLAG_CHANGING
260
261 If the I<state> field of the object is 0 the object will be processed periodically
262 (if I<speed> is set). If the I<state> field is 1 it won't be processed.
263
264 This flag indicates that the object is changing into a different object.
265 The object has to have the I<other_arch> field set. The object the changing object
266 changes into is derived from the archetype in I<other_arch>.
267
268 When the object does not have FLAG_ALIVE set the I<food> field will be decremented
269 each time the object is processed, and if I<food> reaches 0 one new object will be generated.
270
271 When the object has FLAG_ALIVE set the I<food> field is the number of objects that
272 will be generated.
273
274 After the new object is created the I<hp> field from the old object is copied into
275 the new one.
276
277 =item FLAG_IS_A_TEMPLATE (internal use)
278
279 This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
280 or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
281
282 =item FLAG_AUTO_APPLY
283
284 This flag has currently only meaning for the B<TREASURE> type, see below.
285
286 =item FLAG_ACTIVATE_ON_PUSH
287
288 This flag has only meaning for objects that can be linked together
289 by the I<connected> field and controls wether the object should
290 be activated when the connection is 'pushed' or it is 'released'.
291
292 What 'pushed' and 'released' means depends on the object that
293 activates the connection.
294
295 This flag is by default on.
296
297 =item FLAG_ACTIVATE_ON_RELEASE
298
299 This flag has only meaning for objects that can be linked together
300 by the I<connected> field and controls wether the object should
301 be activated when the connection is 'pushed' or it is 'released'.
302
303 What 'pushed' and 'released' means depends on the object that
304 activates the connection.
305
306 This flag is by default on.
307
308 =item FLAG_NO_STEAL
309
310 When this flag is set this object can't be stolen. The flag will be
311 reset once the object is placed on a map.
312
313 When this flag is set on a monster it can defend attempts at stealing
314 (but in this context the flag is only used internally).
315
316 =item FLAG_NO_SKILL_IDENT
317
318 This flag is mostly used internal and prevents unidentified objects
319 (objects which don't have FLAG_IDENTIFIED set) being identified
320 multiple times by skills.
321
322 This flag is used to mark objects which were unsuccessfully identified by a
323 players skill. So that multiple tries of identifying aren't more effective than
324 one.
325
326 =item FLAG_REFLECTING
327
328 This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
329 to indicate whether this object reflects off walls.
330
331 =item FLAG_REFL_SPELL
332
333 This flag indicates whether something reflects spells, like spell reflecting
334 amuletts.
335
336 =item FLAG_IS_LIGHTABLE
337
338 This flag indicates whether a B<LIGHTER> can light this object. See also the
339 description of the B<LIGHTER> type. How easy you can light an item depends
340 partially on the material of the object.
341
342 =item FLAG_MONSTER
343
344 Enables NPC behaviour in general (both monster AI and friendly AI). Numerous fields
345 change their meaning, including:
346
347 =over 4
348
349 =item I<wis>
350
351 Governs the "wake-up radius" - the radius within a monster detects an enemy.
352
353 Also, I<wis> governs pathfinding intelligence: 8 and up means the monster
354 will partake in basic smell finding. 10 and up additionally spreads smell
355 knowledge, and 15 and up additionally will try to perturb the path as to
356 find shortcuts.
357
358 =back
359
360 =back
361
362 =head2 Description of type specific fields and behaviour
363
364 The beginning of the headers of the following subsection
365 are the server internal names for the objects types, see include/define.h.
366
367 =head3 B<TRANSPORT> - type 2 - Player transports
368
369 This type is implemented by the transport extension and has currently no special
370 fields that affect it.
371
372 =head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
373
374 Rods contain spells and can be fired by a player.
375
376 =over 4
377
378 =item I<level> <number>
379
380 This field is used for calculating the spell level that can be fired
381 with this rod, it's also the maximum level of the spell that can be fired.
382 The level of the spell that is being fired depends mostly on
383 the 'use magic item' skill level of the player and 1/10 of the level of the
384 rod is added as bonus.
385
386 =item I<hp> <number>
387
388 The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
389 maxhp/10> per tick.
390
391 =item I<maxhp> <number>
392
393 The maximum amount of spellpoints this rod has.
394
395 =item I<skill> <skill name>
396
397 This field determines which skill you need to apply this object.
398
399 =back
400
401 =head3 B<TREASURE> - type 4 - Treasures
402
403 This type of objects are for random treasure generation in maps.
404 If this object is applied by a player it will replace itself with it's
405 inventory. If it is automatically applied
406 generate a treasure and replace itself with the generated treasure.
407
408 Chests are also of this type, their treasures are generated by
409 the auto apply code on map instantiation.
410
411 =over 4
412
413 =item I<hp> <number>
414
415 The number of treasures to generate.
416
417 =item I<exp> <level>
418
419 If FLAG_AUTO_APPLY is not set the exp field has no further meaning
420 and the difficulty for the treasurecode only depends on the maps difficulty,
421 otherwise the exp field has the following meaning:
422
423 If this field is not 0 it is passed as the difficulty
424 to the treasure generation code to determine how good, how much
425 worth a treasure is or what bonuses it is given by the treasure code.
426
427 If this field is not set or 0 the difficulty of the map is passed to the treasure
428 generation code.
429
430 =item I<randomitems> <treasurelist>
431
432 The treasurelist to use to generate the treasure which is put in the
433 treasure objects inventory.
434
435 =back
436
437 =head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
438
439 These objects contain a spell and will emit it on apply, which most
440 of the time has the meaning of 'drinking'.
441
442 If no resistancy field, stat field or attacktype is set and no spell
443 is put in the potion by the sp field or the randomitems the
444 potion will become an artifact and the artifact code decides which kind
445 of potion will be generated.
446
447 If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
448 will yield an explosion and hurt the player.
449
450 =over 4
451
452 =item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
453
454 These stat fields determine how many stat points the player gets
455 when he applies this potion.
456
457 If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
458
459 =item I<sp> <number>
460
461 If this field is set and the randomitems field is not set
462 the field is interpreted as spell number, please look the right
463 number up in common/loader.C.
464
465 If this field is set the randomitems field will be unset by the
466 map loading code.
467
468 =item I<attacktype> <attacktype>
469
470 This field has some special meaning in potions, currently the
471 bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
472 restoration potion or improvement potion.
473 See include/attackinc.h for the bits of these types.
474
475 If AT_DEPLETE is set the player will be restored and the "depletion"
476 will be removed from him. If the potion has FLAG_CURSED or FLAG_DAMNED
477 set the player will be drained a random stat by inserting an "depletion"
478 into him.
479
480 If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
481 When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
482
483 =item I<resist_RESISTANCY> <number>
484
485 If this stat is set and no spell is in the potion the potion
486 will create a force that give the player this specific resistancy.
487 The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
488 and the potion will last 10 times longer than the default force archetype
489 FORCE_NAME (at the moment of this writing spell/force.arc).
490
491 =item I<randomitems> <treasurelist>
492
493 The inventory/spell of the potion will be created by calling the treasure code
494 with the treasurelist specified here. (I guess it's highly undefined what
495 happens if there is not a spell in the potions inventory).
496
497 =item I<on_use_yield> <archetype>
498
499 When this object is applied an instance of <archetype> will be created.
500
501 =item I<subtypes> <potion subtype>
502
503 see include/spells.h for possible potion subtypes, there are currently 4:
504
505 =over 4
506
507 =item POT_SPELL
508
509 Unused, default behaiour of a potion.
510
511 =item POT_DUST
512
513 This potion can be thrown to cast the spell that it has in it's inventory,
514 the behaviour is not defined if there is not a B<SPELL> in the inventory and the
515 server will log an error.
516
517 =item POT_FIGURINE
518
519 Unused, default behaiour of a potion.
520
521 =item POT_BALM
522
523 Unused, default behaiour of a potion.
524
525 =back
526
527 =back
528
529 =head3 B<FOOD> - type 6 - Edible stuff
530
531 This is for objects that are representing general eatables like
532 beef or bread.
533
534 The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
535 give different messages.
536
537 The specialty of B<FLESH> is that it inherits the resistancies of the
538 monsters it was generated in and will let dragons raise their resistancies
539 with that. If the monster has the B<POISON> attacktype the B<FLESH>
540 will change into B<POISON>.
541
542 If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
543 and if he doesn't find any of that he will start eating B<FLESH>.
544
545 =over 4
546
547 =item I<title> <string>
548
549 If the food has B<title> set or is cursed it is considered 'special', which
550 means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
551 I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
552 on the player.
553
554 The higher the I<food> field is the longer the improvement of the player lasts
555 (except for I<hp> and I<sp>).
556
557 =item I<food> <number>
558
559 This is the amount of food points the player gets when he eats this.
560
561 =item I<on_use_yield> <archetype>
562
563 When this object is applied an instance of <archetype> will be created.
564
565 =back
566
567 =head3 B<POISON> - type 7 - Poisonous stuff
568
569 This type is for objects that can poison the player when he drinks/applies it.
570 When applied it will hit the attacked with AT_POISON and will create
571 a B<POISONING> object in the one who was hit.
572
573 =over 4
574
575 =item I<level> <number>
576
577 This field affects the probability of poisoning. The higher the level difference
578 between the one who is hit and the poision the more probable it is the attacked
579 one will be poisoned.
580
581 =item I<slaying> <race>
582
583 This field has the usual meaning of 'slaying', when the
584 poisoned's race matches the I<slaying> field the damage done by the poison
585 is multiplied by 3.
586
587 =item I<hp> <number>
588
589 This is the amount of damage the player will receive from applying this. The
590 attacktype AT_POISON will be used to hit the player and the damage will
591 determine the strenght, duration and depletion of stats of the poisoning. The
592 created B<POISONING> object which is being placed in the one who was attacked will
593 get the damage from this field (which is maybe adjusted by slaying or the
594 resistancies).
595
596 =item I<food> <number>
597
598 1/4 of <number> will be drained from the players I<food>.
599
600 =item I<on_use_yield> <archetype>
601
602 When this object is applied an instance of <archetype> will be created.
603
604 =back
605
606 =head3 B<BOOK> - type 8 - Readable books
607
608 This type is basically for representing text books in the game.
609
610 Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
611
612 =over 4
613
614 =item I<msg> <text>
615
616 This is the contents of the book. When this field is unset
617 at treasure generation a random text will be inserted.
618
619 =item I<skill> <skill name>
620
621 The skill required to read this book. (The most resonable
622 skill would be literacy).
623
624 =item I<exp> <number>
625
626 The experience points the player get for reading this book.
627
628 =item I<subtype> <readable subtype>
629
630 This field determines the type of the readable.
631 Please see common/readable.C in the readable_message_types table.
632
633 =back
634
635 =head3 B<CLOCK> - type 9 - Clocks
636
637 This type of objects just display the time when being applied.
638
639 =head3 B<VEIN> - type 10 - item veins for mining
640
641 Provides a place to apply to mining skill to.
642
643 =item I<other_arch> <archname>
644
645 The architecture to create on a successful mine.
646
647 =item I<food> <number>
648
649 The number of items to produce from this vein.
650
651 =item I<ac> <percentage>
652
653 The base chance of getting an item.
654
655 =item I<race> <identifier>
656
657 Race of required extraction tools.
658
659 =back
660
661 =head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
662
663 This is a spell effect of a moving bolt. It moves straigt forward
664 through the map until something blocks it.
665 If FLAG_REFLECTING is set it even reflects on walls.
666
667 FLAG_IS_TURNABLE should be set on these objects.
668
669 =over 4
670
671 =item I<move_type> <movetype>
672
673 This field affects the move type with which the lightning moves through
674 the map and which map cells will reflect or block it.
675
676 =item I<attacktype> <attacktype>
677
678 The attacktype with which it hits the objects on the map.
679
680 =item I<dam> <number>
681
682 The damage this bolt inflicts when it hits objects on the map.
683
684 =item I<Dex> <number>
685
686 This is the fork percentage, it is reduced by 10 per fork.
687 And the I<dam> field is halved on each fork.
688
689 =item I<Con> (internal)
690
691 This value is a percentage of which the forking lightning
692 is deflected to the left. This value should be mostly used internally.
693
694 =item I<duration> <number>
695
696 The duration the bolt stays on a map cell. This field is decreased each time
697 the object is processed (see the meaning of I<speed> and I<speed_left> fields in
698 the generic object field description).
699
700 =item I<range> <number>
701
702 This is the range of the bolt, each space it advances this field is decreased.
703
704 =back
705
706 =head3 B<ARROW> - type 13 - Arrows
707
708 This is the type for objects that represent projectiles like arrows.
709 The movement of B<THROWN_OBJ>s behave similar to this type.
710
711 Flying arrows are stopped either when they hit something blocking
712 (I<move_block>) or something which is alive.
713 If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
714 set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
715 damage with a small chance which is affected by the I<level> field of the arrow.
716
717 If FLAG_REFLECTING is set on the arrow it will bounce off everything
718 that is not alive and blocks it's movement.
719
720 When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
721 fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
722 the object, to restore them once the arrow has been stopped.
723
724 =over 4
725
726 =item I<dam> <number>
727
728 The amount of damage that is being done to the victim that gets hit.
729 This field is recomputed when the arrow is fired and will consist
730 of the sum of a damage bonus (see description of the B<BOW> type),
731 the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
732 and the arrows I<magic> field.
733
734 =item I<wc> <number>
735
736 The weapon class of the arrow, which has effect on the probability of hitting.
737
738 It is recomputed when the arrow is being fired by this formula:
739
740 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
741 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
742
743 When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
744 level is not added.
745
746 wc_mod is dependend on the fire mode of the bow. For a more detailed
747 explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
748
749 =item I<magic> <number>
750
751 This field is added to the damage of the arrow when it is shot and
752 will also improve it's I<speed> by 1/5 of it's value.
753
754 =item I<attacktype> <attacktype>
755
756 Bitfield which decides the attacktype of the damage, see include/attackinc.h
757 On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
758
759 =item I<level> <number> (interally used)
760
761 The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
762 see above in the B<ARROW> description.
763
764 The I<level> is set when the arrow is fired to either the skill level or the
765 shooters level.
766
767 =item I<speed> <number> (internal)
768
769 This field shouldn't be set directly in the archetype, the arrow will get it's
770 I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
771 arrow will be stopped immediatly.
772
773 On fireing the I<speed> of the arrow is computed of 1/5 of the
774 sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
775 of the bows I<dam> field is added to the I<speed> of the arrow.
776
777 The minimum I<speed> of an arrow is 1.0.
778
779 While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
780
781 If the I<speed> is above 10.0 it goes straight through the creature it hits and
782 its I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
783 stopped and either stuck into the victim (see I<weight> field description) or
784 put on its map square (if it didn't break, see description of the I<food> field).
785
786 =item I<weight> <number>
787
788 This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
789 the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
790
791 =item I<food> <number>
792
793 The breaking percentage. 100 (%) means: breaks on usage for sure.
794
795 =item I<inventory> (internal)
796
797 If the flying/moving object has something in it's inventory and it stops, it
798 will be replaced with it's inventory. Otherwise it will be handled as usual,
799 which means: it will be calculated whether the arrow breaks and it will be
800 reset for reuse.
801
802 =item I<slaying> <string>
803
804 When the bow that fires this arrow has it's I<slaying> field set it is copied
805 to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
806
807 =item I<move_type> <movetype> (internally used)
808
809 This field is set when the arrow is shot to MOVE_FLY_LOW.
810
811 =item I<move_on> <movetype> (internally used)
812
813 This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
814
815 =item I<race> <string>
816
817 The I<race> field is a unique key that assigns arrows, bows and quivers. When
818 shooting an arrow the bows I<race> is used to search for arrows (which have the
819 same I<race> as the bow) in the players inventory and will recursively search in
820 the containers (which are applied and have the same I<race> as the bow and the arrow).
821
822 =back
823
824 =head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
825
826 TODO, but take into account B<ARROW> description above!
827
828 =head3 B<WEAPON> - type 15 - Weapons
829
830 This type is for general hack and slash weapons like swords, maces
831 and daggers and and ....
832
833 =over 4
834
835 =item I<weapontype> <type id>
836
837 decides what attackmessages are generated, see include/define.h
838
839 =item I<attacktype> <bitmask>
840
841 bitfield which decides the attacktype of the damage, see include/attackinc.h
842
843 =item I<dam> <number>
844
845 amount of damage being done with the attacktype
846
847 =item I<item_power> <level>
848
849 the itempower of this weapon.
850
851 =item I<name>
852
853 the name of the weapon.
854
855 =item I<level> (internal)
856
857 The improvement state of the weapon.
858 If this field is greater than 0 the I<name> field starts with the
859 characters name who improved this weapon.
860
861 =item I<last_eat> (internal)
862
863 This seems to be the amount of improvements of a weapon,
864 the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
865
866 ((who->level / 5) + 5) >= op->last_eat
867
868 =item I<last_sp>
869
870 the weapon speed (see magic description)
871
872 =item I<food> <number>
873
874 addition to food regeneration of the player
875
876 =item I<hp> <number>
877
878 addition to health regeneration
879
880 =item I<sp> <number>
881
882 addition to mana regeneration
883
884 =item I<grace> <number>
885
886 addititon to grace regeneration
887
888 =item I<gen_sp_armour> <number>
889
890 the players I<gen_sp_armour> field (which is per default 10) is being added the
891 <number> amount. gen_sp_armour seems to be a factor with which gen_sp in
892 do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
893 I<gen_sp_armour> limits the amout of regenerated spellpoints.
894
895 Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
896 I<sp> regeneration.
897
898 =item I<body_BODYSLOT>
899
900 The part/slot of the body you need to use this weapon, possible values for
901 C<BODYSLOT> should be looked up in common/item.C at body_locations.
902
903 The value (in the range C<-7..7>) gives the number of those body slots
904 used up by the item (if negative) or the number of body slots this object
905 has (if positive, e.g. for monsters or players). The special value C<0>
906 indicates that this object cannot equip items requiring these body slots.
907
908 =item I<resist_RESISTANCY> <number>
909
910 this is the factor with which the difference of the players resistancy and 100%
911 is multiplied, something like this:
912
913 additional_resistancy = (100 - current_resistancy) * (<number>/100)
914
915 if <number> is negative it is added to the total vulnerabilities,
916 and later the total resistance is decided by:
917
918 'total resistance = total protections - total vulnerabilities'
919
920 see also common/living.C:fix_player.
921
922 =item I<path_(attuned|repelled|denied)>
923
924 this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
925 for the pathes.
926
927 =item I<luck> <number>
928
929 this luck is added to the players I<luck>
930
931 =item I<move_type>
932
933 if the weapon has a I<move_type> set the player inherits it's I<move_type>
934
935 =item I<exp> <number>
936
937 the added_speed and bonus_speed of the player is raised by <number>/3.
938 if <number> < 0 then the added_speed is decreased by <number>
939
940 =item I<weight>
941
942 the weight of the weapon
943
944 =item I<magic>
945
946 the I<magic> field affects the amounts of the following fields:
947
948 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
949
950 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
951
952 - dam: the players dam is adjusted by: player->dam += (dam + magic)
953
954 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
955 (minium is 0)
956
957 =item I<ac> <number>
958
959 the amount of ac points the player's I<ac> is decreased when applying this object.
960
961 =item I<wc> <number>
962
963 the amount of wc points the player's I<wc> is decreased when applying this object.
964
965 =back
966
967 =head4 Player inherits following flags from weapons:
968
969 FLAG_LIFESAVE
970 FLAG_REFL_SPELL
971 FLAG_REFL_MISSILE
972 FLAG_STEALTH
973 FLAG_XRAYS
974 FLAG_BLIND
975 FLAG_SEE_IN_DARK
976 FLAG_UNDEAD
977
978 =head3 B<GRIMREAPER> - type 28 - Grimreapers
979
980 These type are mostly used for monsters, they give the
981 monster the ability to dissapear after 10 hits with AT_DRAIN.
982
983 =over 4
984
985 =item I<value> <number>
986
987 This field stores the hits the monster did yet.
988
989 =back
990
991 =head3 B<CREATOR> - type 42 - Object creators
992
993 Once a creator is activated by a connection it creates a number of objects
994 (cloned from it's inventory or a new object derived from the archetype
995 named in the other_arch slot).
996
997 If FLAG_LIVESAFE is set the number of uses is unlimited.
998
999 =over 4
1000
1001 =item I<hp> <number>
1002
1003 If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
1004 be used.
1005
1006 =item I<speed> <float>
1007
1008 If I<speed> is set the creator will create an object periodically,
1009 see I<speed> and I<speed_left> fields in the general object field description
1010 for more details.
1011
1012 =item I<slaying> <string>
1013
1014 If set the generated object's name and title will be set to this.
1015
1016 =item I<other_arch> <string>
1017
1018 If the inventory of the creator is empty new objects will be derived from the
1019 archetype named by <string>.
1020
1021 =item I<connected> <identifier>
1022
1023 See generic object field description.
1024
1025 =back
1026
1027 =head3 B<SKILL> - type 43 - Skills
1028
1029 This type is basically for representing skills in the game.
1030
1031 =over 4
1032
1033 =item I<subtype> <skill number>
1034
1035 =item I<skill> <string>
1036
1037 The skill identifier used by other items, usually the skill name
1038
1039 =item I<level> <percentage>
1040
1041 not used?
1042
1043 =item I<exp> <number>
1044
1045 Base amount of experience in a skill, for skills not starting at zero.
1046
1047 =item I<expmul> <float>
1048
1049 Experience is multiplied by this factor.
1050
1051 =item I<cached_sp> <integer>
1052
1053 Used internally by the server (cannot be used in files).
1054
1055 =back
1056
1057 =head3 B<DRINK> - type 54 - Drinkable stuff
1058
1059 See B<FOOD> description.
1060
1061 =head3 B<CHECK_INV> - type 64 - Inventory checkers
1062
1063 This object checks whether the player has a specific item in his
1064 inventory when he moves above the inventory checker. If the player has
1065 the item (or not, which can be controlled with a flag) a connection will be triggered.
1066
1067 If you set I<move_block> you can deny players and monsters to reach the space where
1068 the inventory checker is on, see I<move_block> description below.
1069
1070 The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
1071 So matching one of those conditions is enough.
1072
1073 =over 4
1074
1075 =item I<move_block> <move type bitmask>
1076
1077 If you set this field to block a movetype the move code will block any moves
1078 onto the space with the inventory checker, IF the moving object doesn't have
1079 (or has - if I<last_sp> = 0) the item that the checker is searching for.
1080
1081 =item I<last_sp> (0|1)
1082
1083 If I<last_sp> is 1 'having' the item that is being checked for will
1084 activate the connection or make the space with the checker non-blocking.
1085 If I<last_sp> is 0 'not having' the item will activate the connection
1086 or make the space with the checker non-blocking.
1087
1088 =item I<last_heal> (0|1)
1089
1090 If I<last_heal> is 1 the matching item will be removed if the inventory checker
1091 activates a connection and finds the item in the inventory.
1092
1093 (A inventory checker that blocks a space won't remove anything from inventories)
1094
1095 =item I<hp> <number>
1096
1097 If this field is not 0 the inventory checker will search for an object
1098 with the type id <number>.
1099
1100 =item I<slaying> <string>
1101
1102 If this field is set the inventory checker will search for an object that
1103 has the same string in the I<slaying> field (for example a key string of a key).
1104
1105 =item I<race> <string>
1106
1107 If this field is set the inventory checker will search for an object which
1108 has the archetype name that matches <string>.
1109
1110 =item I<connected> <identifier>
1111
1112 This is the connection that will be activated. The connection is
1113 'pushed' when someone enters the space with the inventory checker,
1114 and it is 'released' when he leaves it.
1115
1116 See also the description of the I<connected> field in the generic object
1117 field section.
1118
1119 =back
1120
1121 =head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1122
1123 speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1124 changes.
1125
1126 (based on value that last_sp takes):
1127 0: 'furious' Makes all monsters aggressive
1128 1: 'angry' As above but pets are unaffected
1129 2: 'calm' Makes all monsters unaggressive
1130 3: 'sleep' Puts all monsters to sleep
1131 4: 'charm' Makes monster into a pet of person
1132 who triggers the square. This setting
1133 is not enabled for continous operation
1134 5: 'destroy mons' destroy any monsters on this space
1135 6: 'destroy pets' destroy friendly monsters on this space
1136
1137 =head3 B<FLESH> - type 72 - Organs and body parts
1138
1139 See B<FOOD> description.
1140
1141 =head3 B<MISC_OBJECT> - type 79 - Misc. objects
1142
1143 A type for any object that has no special behaviour.
1144
1145 =head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1146
1147 This type of objects multiplies objects that are above it when it is activated.
1148 You can even multiply by 0, which will destroy the object.
1149
1150 =over 4
1151
1152 =item I<level> <number>
1153
1154 The multiplicator, if set to 0 or lower it will destroy the objects above it.
1155
1156 =item I<other_arch> <string>
1157
1158 The archetype name of the objects that should be multiplied.
1159
1160 =item I<connected> <identifier>
1161
1162 See generic object field description.
1163
1164 =back
1165
1166 =head3 B<HOLE> - type 94 - Holes
1167
1168 B<HOLE>s are holes in the ground where objects can fall through. When the hole
1169 opens and/or is completly open all objects above it fall through (more
1170 precisely: if their head is above the hole).
1171
1172 When the B<HOLE> is activated it's speed is set to 0.5.
1173
1174 These holes can only transfer the one who falls through to other coordinates
1175 on the same map.
1176
1177 =over 4
1178
1179 =item I<maxsp> (0|1)
1180
1181 This field negates the state of the connection: When maxsp is 1 the pit will
1182 open/close when the connection is deactivated. Otherwise it will open/close
1183 when the connection is activated. This field only has effect when the
1184 connection is triggered. So if you put a closed hole on a map, and the
1185 connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
1186 connection was triggered once.
1187
1188 =item I<connected> <identifier>
1189
1190 This is the connection id, which lets the hole opening or closing when
1191 activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
1192 at which connection state the object is activated.
1193
1194 For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
1195 the connection is released.
1196
1197 =item I<wc> <number> (internal)
1198
1199 This is an internal field. If it is greater than 0 it means that the hole is not
1200 yet fully open. More preciesly: this field is the animation-step and if it is
1201 set to the 'closed' step of the animation the hole is closed and if it is on
1202 the 'open' animation step (I<wc> = 0), the hole is open.
1203
1204 =item I<sp> <number>
1205
1206 The destination y coordinates on the same map.
1207
1208 =item I<hp> <number>
1209
1210 The destination x coordinates on the same map.
1211
1212 =back
1213
1214 =head3 B<POISONING> - type 105 - The poisoning of players and monsters
1215
1216 This type is doing the actual damage to the ones who were attacked
1217 via AT_POISON (or drank B<POISON>).
1218
1219 The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1220 there for details).
1221
1222 =over 4
1223
1224 =item I<dam> <number>
1225
1226 Each time the poisoning is proccessed (which is determined by the I<speed> and
1227 I<speed_left> fields, see the general object fields description above) it hits
1228 the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1229 simply hit the player with no strings attached).
1230
1231 =item I<food> <number>
1232
1233 Just a note: The posioning is removed if I<food> == 1 and not if
1234 the whole I<duration> is up, because the B<POISONING> code has to remove
1235 the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1236 deletes the B<POISONING> object.
1237
1238 =back
1239
1240 =head3 B<FORCE> - type 114 - Forces
1241
1242 Forces are a very 'thin' type. They don't have much behaviour other than
1243 disappearing after a time and/or affecting the player if they are in his
1244 inventory.
1245
1246 Forces only take effect on the player if they have FLAG_APPLIED set.
1247
1248 Whether the I<duration> field is processed or not per tick is controlled by the
1249 I<speed> and I<speed_left> fields. Look above in the generic object field description.
1250
1251 NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1252 interpreter like described in the description of the FLAG_IS_USED_UP flag.
1253 BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1254 will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1255 removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1256 have good semantics on forces, try to avoid it.
1257
1258 =over 4
1259
1260 =item I<duration>
1261
1262 While this field is greater than 0 the force/object is not destroyed. It is
1263 decreased each tick by 1.
1264
1265 If it reaches 0 the force/object is destroyed.
1266
1267 This field can have this meaning for B<any> object if that object has
1268 FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
1269 what happens then.
1270
1271 =back
1272
1273 =head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
1274
1275 This object is generated by the B<POTION> code when the potion is a resistance
1276 giving potion. It has mainly the same behaviour as a B<FORCE>.
1277
1278 The specialty of the potion effect is that the resistancy it gives is absolute,
1279 so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
1280 fire.
1281
1282 Multiple potion effects only give you the maximum of their resistancy.