Crossfire Server, Branch 1.12
R12190
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Defines | |
#define | ALLRUN 6 |
Always run never attack good for sim. | |
#define | CIRCLE1 32 |
If the upper four bits of move_type / attack_movement are set to this number, the monster will move in a circle until it is attacked, or the enemy field is set, this is good for non-aggressive monsters and NPC. | |
#define | CIRCLE2 48 |
Same as CIRCLE1 but a larger circle is used. | |
#define | DISTATT 1 |
Move toward a player if far, but mantain some space, attack from a distance - good for missile users only. | |
#define | DISTHIT 7 |
Attack from a distance if hit as recommended by Frank. | |
#define | HI4 240 |
#define | HITRUN 3 |
Run to then hit player then run away cyclicly. | |
#define | LO4 15 |
bitmasks for upper and lower 4 bits from 8 bit fields | |
#define | PACEH 64 |
The monster will pace back and forth until attacked this is HORIZONTAL movement. | |
#define | PACEH2 80 |
The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions this is HORIZONTAL movement. | |
#define | PACEV 128 |
The monster will pace back and forth until attacked this is VERTICAL movement. | |
#define | PACEV2 144 |
The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions this is VERTICAL movement. | |
#define | PETMOVE 16 |
if the upper four bits of attack_movement are set to this number, the monster follows a player until the owner calls it back or off player followed denoted by 0b->owner the monster will try to attack whatever the player is attacking, and will continue to do so until the calls off the monster - a key command will be inserted to do so | |
#define | RANDO 96 |
The monster will go in a random direction until it is stopped by an obstacle, then it chooses another direction. | |
#define | RANDO2 112 |
Constantly move in a different random direction. | |
#define | RUNATT 2 |
Tun but attack if player catches up to object. | |
#define | RUSH 5 |
Rush toward player blindly, similiar to dumb monster. | |
#define | WAIT2 8 |
Monster does not try to move towards player if far maintains comfortable distance. | |
#define | WAITATT 4 |
Wait for player to approach then hit, move if hit. |
if your monsters start acting wierd, mail me.
#define ALLRUN 6 |
Always run never attack good for sim.
of weak player
Definition at line 770 of file define.h.
Referenced by move_monster().
#define CIRCLE1 32 |
If the upper four bits of move_type / attack_movement are set to this number, the monster will move in a circle until it is attacked, or the enemy field is set, this is good for non-aggressive monsters and NPC.
Definition at line 782 of file define.h.
Referenced by monster_move_no_enemy().
#define CIRCLE2 48 |
Same as CIRCLE1 but a larger circle is used.
Definition at line 786 of file define.h.
Referenced by monster_move_no_enemy().
#define DISTATT 1 |
Move toward a player if far, but mantain some space, attack from a distance - good for missile users only.
Definition at line 764 of file define.h.
Referenced by move_monster().
#define DISTHIT 7 |
Attack from a distance if hit as recommended by Frank.
Definition at line 771 of file define.h.
Referenced by move_monster().
#define HI4 240 |
Definition at line 804 of file define.h.
Referenced by check_enemy(), find_enemy(), monster_move_no_enemy(), and move_monster().
#define HITRUN 3 |
Run to then hit player then run away cyclicly.
Definition at line 767 of file define.h.
Referenced by move_monster().
#define LO4 15 |
bitmasks for upper and lower 4 bits from 8 bit fields
Definition at line 803 of file define.h.
Referenced by move_monster().
#define PACEH 64 |
The monster will pace back and forth until attacked this is HORIZONTAL movement.
Definition at line 787 of file define.h.
Referenced by monster_move_no_enemy().
#define PACEH2 80 |
The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions this is HORIZONTAL movement.
Definition at line 789 of file define.h.
Referenced by monster_move_no_enemy().
#define PACEV 128 |
The monster will pace back and forth until attacked this is VERTICAL movement.
Definition at line 797 of file define.h.
Referenced by monster_move_no_enemy().
#define PACEV2 144 |
The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions this is VERTICAL movement.
Definition at line 799 of file define.h.
Referenced by monster_move_no_enemy().
#define PETMOVE 16 |
if the upper four bits of attack_movement are set to this number, the monster follows a player until the owner calls it back or off player followed denoted by 0b->owner the monster will try to attack whatever the player is attacking, and will continue to do so until the calls off the monster - a key command will be inserted to do so
Definition at line 774 of file define.h.
Referenced by check_enemy(), do_mood_floor(), find_enemy(), fix_summon_pet(), get_pet_enemy(), hit_player(), monster_move_no_enemy(), mood_change(), move_monster(), polymorph_living(), steal(), summon_golem(), and use_oratory().
#define RANDO 96 |
The monster will go in a random direction until it is stopped by an obstacle, then it chooses another direction.
Definition at line 793 of file define.h.
Referenced by monster_move_no_enemy().
#define RANDO2 112 |
Constantly move in a different random direction.
Definition at line 796 of file define.h.
Referenced by monster_move_no_enemy(), and peacemaker_type_process().
#define RUNATT 2 |
Tun but attack if player catches up to object.
Definition at line 766 of file define.h.
Referenced by move_monster().
#define RUSH 5 |
Rush toward player blindly, similiar to dumb monster.
Definition at line 769 of file define.h.
Referenced by move_monster().
#define WAIT2 8 |
Monster does not try to move towards player if far maintains comfortable distance.
Definition at line 772 of file define.h.
Referenced by move_monster().
#define WAITATT 4 |
Wait for player to approach then hit, move if hit.
Definition at line 768 of file define.h.
Referenced by move_monster().