			  Building Any Item
		     The Nightmare IV LPC Library
		 written by Descartes of Borg 950430

Each object you build has a certain common make-up no matter what type
of object it is.  This is because all of your objects actually are
based upon the same object, the object called /lib/object.c.  That
object contains functions such as SetShort() and SetLong() which you
use in almost every single object you will build.  This document
details how to set up any possible object you will use.  The only
exceptions will be for rooms, which do not have key names or id's.

Beyond that, most of the every day objects you will code like armours,
weapons, drinks, foods, etc. all derive from a common object called
/lib/item.c.  This document attempts to detail what is involved in
building any object on the MUD through /lib/item.c and its ancestor
/lib/object.c.

This document is in three sections

I.  	List of Mandatory Function Calls
II.	Basic Functions
III.	Extras
IV.	Events

** ***************  List of Mandatory Function Calls  **************  **

SetKeyName("red bag");
SetId( ({ "bag", "red bag" }) );
SetAdjectives( ({ "red" }) );
SetShort("a red bag");
SetLong("A small red bag with no distinguishing marks.");
SetMass(90);
SetValue(50);
SetVendorType(VT_BAG);

You also need to include vendor_types.h.

      **  ***************  Basic Functions  ***************  **

*****
SetKeyName()
*****

string SetKeyName(string key_name);

Example: SetKeyName("red bag");

Notes: 
	Mandatory for all objects except rooms.  
	Not used for rooms.

The key name is the central name by which the object is referred to in
sentences where no article is required.  For example, the sentence
"You pick up your red bag" makes use of the key name to complete the
sentence.  This is much like the short description, except the short
description will include an article.  For this object, SetShort("a red
bag") would be used.

*****
SetId()
*****

string *SetId(string *id);

Example: SetId( ({ "bag", "red bag" }) );

Notes: 
	Mandatory for all objects except rooms.  
	Not used in rooms.
	Must be all lower case.

The id is an array of strings by which the object may be referred to by a
player.  For example, if the player wants to get this bag, the player
can type "get bag" or "get red bag".  The id is used purely for
identification purposes, so if you have something you need to sneak in
a unique way of identifying it, you may add an id only you know about.

*****
SetAdjectives()
*****

string *SetAdjectives(string *adjs);

Example: SetAdjectives( ({ "red" }) );

Notes:
	Planned for future use in Zork style command parsing.
	Not used in rooms.

The adjectives are descriptive terms used to describe the object.
This is not currently being used, however, it will be part of the new
style command parsing we will be building.  This will allow the player
to type things like "get the red one" and pick up the red bag.  Even
though it is not used, it is requested you place it in your objects to
make upgrading down the road a simpler task.

*****
SetShort()
*****

string SetShort(string description | function desc_func);

Examples: 
	SetShort("a red bag");
	SetShort((: DescribeBag :));

The short description is a brief description of the object.  Only
names and proper nouns should be capitalized, the rest should be lower
case, as if it were appearing in the middle of a sentence.  In rooms,
the player sees the short description when in brief mode and when they
glance at the room.  For objects, the player sees the short when it is
described in the room or in their inventory.

If you pass a function instead of a string, then that function is used
to create the description.  You can use this to do something like make
the object change its short description depending on who is looking at
it.  The function that you build should therefore return a string
that will be used as the short description.  For example...

string DescribeBag() {
    if( query_night() ) return "a bag";
    else return "a red bag";
}

*****
SetLong()
*****

string SetLong(string description | function desc_func);

Examples:
	SetLong("A red bag with no markings on it whatsoever.");
	SetLong((: BagLong :));

Creates a verbose way to present the object to the player.  You should
be much more descriptive than I have been in the example.  Being a
text game, descriptions are 90% of what make the game.  The more
creative you are with your descriptions, the more interesting the game
is to players.  The long description of a room is seen by players in
verbose mode and when the player uses the "look" command.  For
objects, the long description is seen when the player looks at the
object.  Functions work in exactly the same fashion as short
functions.

*****
SetMass()
*****

int SetMass(int mass);

Example: SetMass(100);

Notes:
	Mandatory for all visible objects.
	Not needed for non-tangible objects and rooms.

Sets the mass for the object.  In conjunction with the gravity of the
room it is in, this works to determine the weight of the object.

*****
SetValue()
*****

int SetValue(int value);

Example: SetValue(50);

Notes:
	Mandatory for all sellable objects.
	Not used in rooms.

Sets the base economic value of an object.  This has no meaning in any
currencies, and in fact the actual value in any given currency may
vary.

*****
SetVendorType()
*****

int SetVendorType(int vt);

Example: SetVendorType(VT_BAG);

Note:
	Mandatory for all objects except rooms.
	Preset to VT_ARMOUR for objects which inherit LIB_ARMOUR.
	Preset to VT_TREASURE for objects which inherit LIB_ITEM.
	Preset to VT_LIGHT for objects which inherit LIB_LIGHT.
	Not valid for room objects.
	Values are found in /include/vendor_types.h.

You must do:
#include <vendor_types.h>
to use the VT_* macros (i.e. VT_ARMOUR, VT_TREASURE, VT_WEAPON).

The vendor type determines which shops will buy the item.  For
example, things with VT_BAG as the vendor type can be bought and sold
in bag stores.  For items which cross the line, for example a flaming
sword, you can combine vendor types in the following manner:
	SetVendorType(VT_WEAPON | VT_LIGHT);

*****
SetDamagePoints()
*****

int SetDamagePoints(int pts);

Example: SetDamagePoints(500)

Sets the amount of damage an object can take before descreasing in
value.  With armours and weapons, damage is taken quite often.  Damage
is more rare with other kinds of objects.  With this example object
which has 500 damage points, whenever 500 points has been done to it,
its value is cut in half and eventDeteriorate() is called for the
object.  See the events section on using eventDeteriorate().  The
points are then reset to 500 and damage is done from that.
 
	   **  ***************  Extras  ***************  **

*****
SetProperty()
*****

mixed SetProperty(string property, mixed value);

Example: SetProperty("no pick", 1);

Allows you to store information in an object which may not have been
intended by the designer of the object, or which is fleeting in
nature.  See /doc/build/Properties for a list of common properties.
*****
SetProperties()
*****

mapping SetProperties(mapping props);

Example: SetProperties( ([ "light" : 1, "no attack" : 1 ]) );

Allows you to set any properties you want all in one shot.

*****
SetDestroyOnSell() 
*****

int SetDestroyOnSell(int true_or_false);

Example: SetDestroyOnSell(1);

For mundane objects, or objects which should not be resold, allows you
to set it so that the object gets destroyed when sold instead of
allowing it to be resold.

*****
SetPreventGet()
*****

mixed SetPreventGet(mixed val);

Examples:
	SetPreventGet("You cannot get that!");
	SetPreventGet( (: check_get :) );

Allows you to make an object un-gettable by a player.  If you pass a
string, the player will see that string any time they try to get the
item.  If you pass a function, that function will be called to see if
you want to allow the get. Your function gets the person trying to get
the object as an argument:

int check_get(object who) {
    if( (int)who->GetRave() == "ogre" ) {
	message("my_action", "Ogres cannot get this thing!", who);
	return 0;
    }
    else return 1;
}

*****
SetPreventPut()
*****

mixed SetPreventPut(mixed val);

Examples:
	SetPreventPut("You cannot put that in there!");
	SetPreventPut( (: check_put :) );

The same as SetPreventGet(), except this is used when the object is
being put into another object.

*****
SetPreventDrop()
*****

mixed SetPreventDrop(mixed val);

Examples:
	SetPreventDrop("You cannot drop that!");
	SetPreventDrop( (: check_drop :) );

The same as SetPreventGet(), except this is used when a player tries
to drop the object.


       **  ***************  General Events  **************  **

*****
eventDeteriorate()
*****

void eventDeteriorate(int type);

Example: ob->eventDeteriorate(COLD);

Notes:
	Damage types can be found in /include/damage_types.h

This function gets called periodically in objects whenever they wear
down a bit.  The type passed to the function is the type of damage
which triggered the deterioration.

*****
eventMove()
*****

int eventMove(mixed dest);

Example: 
	ob->eventMove(this_player());
	ob->eventMove("/domains/Praxis/square");

The eventMove event is called in an object when it is being moved from
one place to the next.  You can either pass it the file name of a room
to which it should be moved or an object into which it should be
moved.  It will return true if the object gets moved, false if it
cannot move for some reason.  For objects which are being dropped,
gotten, or put, it is generally a good idea to check CanDrop(),
CanClose(), or CanGet() for the object in question since eventMove()
does not know the context of the move and therefore will allow a drop
since it does not check CanDrop().

*****
eventReceiveDamage()
*****

varargs int eventReceiveDamage(int type, int amount, int unused, mixed limbs);

Example: ob->eventReceiveDamage(BLUNT, 30, 0, "right hand");

This function gets called in an object whenever any damage is done to
it.  Most frequently this gets called in monsters and armour.  In
armour you can use it to modify the amount of damage which gets done.
The return value of this function is the amount of damage done to the
object.  For example, if you have a piece of armour that absorbs 5 of
the 30 points listed above, then you return 5.  

NOTE:
	For monsters there is an extra arg at the front called
	agent.  The agent is the being responsible for doing
	the damage.  It may be zero if something like the weather
	is causing the damage.  It looks like:

varargs int eventReceiveDamage(object agent, int type, int strength, 
	int internal, mixed limbs);

	For more detailed information, see /doc/build/NPC.

