Crossfire Server, Trunk  R20513
Macros
Object flags

Those flags are object-related flags, stored in the obj::flags fields. More...

Macros

#define CLEAR_FLAG(xyz, p)   clear_flag(xyz, p)
 
#define COMPARE_FLAGS(p, q)   compare_flags(p, q)
 
#define FLAG_ACTIVATE_ON_PUSH   105
 connected object is activated when 'pushed' More...
 
#define FLAG_ACTIVATE_ON_RELEASE   106
 connected object is activated when 'released' More...
 
#define FLAG_AFK   111
 Player is AFK. More...
 
#define FLAG_ALIVE   0
 Object can fight (or be fought) More...
 
#define FLAG_ANIMATE   11
 The object looks at archetype for faces. More...
 
#define FLAG_APPLIED   5
 Object is ready for use by living. More...
 
#define FLAG_AUTO_APPLY   18
 Will be applied when created. More...
 
#define FLAG_BEEN_APPLIED   80
 The object has been applied. More...
 
#define FLAG_BERSERK   99
 monster will attack closest living object More...
 
#define FLAG_BLESSED   112
 Item has a blessing, opposite of cursed/damned. More...
 
#define FLAG_BLIND   92
 If set, object cannot see (visually) More...
 
#define FLAG_BLOCKSVIEW   35
 Object blocks view. More...
 
#define FLAG_CAN_ROLL   22
 Object can be rolled. More...
 
#define FLAG_CAN_USE_SKILL   79
 The monster can use skills. More...
 
#define FLAG_CAST_SPELL   52
 (Monster) can learn and cast spells More...
 
#define FLAG_CHANGING   31
 Changes to other_arch when anim is done. More...
 
#define FLAG_CLIENT_ANIM_RANDOM   10
 Client animate this, randomized. More...
 
#define FLAG_CLIENT_ANIM_SYNC   9
 Let client animate this, synchronized. More...
 
#define FLAG_CLIENT_SENT   98
 THIS IS A DEBUG FLAG ONLY. More...
 
#define FLAG_CONFUSED   70
 Will also be unable to cast spells. More...
 
#define FLAG_CONTENT_ON_GEN   108
 
#define FLAG_CURSED   74
 The object is cursed. More...
 
#define FLAG_DAMNED   75
 The object is very cursed. More...
 
#define FLAG_DIALOG_PARSED   12
 Was the object::msg field parsed? Temporary flag not saved. More...
 
#define FLAG_FREED   3
 Object is in the list of free objects. More...
 
#define FLAG_FRIENDLY   15
 Will help players. More...
 
#define FLAG_GENERATOR   16
 Will generate type ob->stats.food. More...
 
#define FLAG_HITBACK   33
 Object will hit back when hit. More...
 
#define FLAG_IDENTIFIED   29
 Player knows full info about item. More...
 
#define FLAG_INV_LOCKED   86
 Item will not be dropped from inventory. More...
 
#define FLAG_IS_A_TEMPLATE   109
 Object has no ingame life until instantiated. More...
 
#define FLAG_IS_BUILDABLE   110
 Can build on item. More...
 
#define FLAG_IS_CAULDRON   94
 container can make alchemical stuff More...
 
#define FLAG_IS_FLOOR   63
 Can't see what's underneath this object. More...
 
#define FLAG_IS_HILLY   88
 Item is hilly/mountain terrain. More...
 
#define FLAG_IS_LIGHTABLE   43
 object can be lit More...
 
#define FLAG_IS_LINKED   73
 The object is linked with other objects. More...
 
#define FLAG_IS_THROWN   17
 Object is designed to be thrown. More...
 
#define FLAG_IS_TURNABLE   24
 Object can change face with direction. More...
 
#define FLAG_IS_USED_UP   28
 When (–food<0) the object will exit. More...
 
#define FLAG_IS_WATER   107
 
#define FLAG_IS_WOODED   87
 Item is wooded terrain. More...
 
#define FLAG_KNOWN_BLESSED   113
 Item is known to be blessed. More...
 
#define FLAG_KNOWN_CURSED   78
 The object is known to be cursed. More...
 
#define FLAG_KNOWN_MAGICAL   77
 The object is known to be magical. More...
 
#define FLAG_LIFESAVE   64
 Saves a players' life once, then destr. More...
 
#define FLAG_MAKE_INVIS   85
 (Item) gives invisibility when applied More...
 
#define FLAG_MONSTER   14
 Will attack players. More...
 
#define FLAG_NEUTRAL   100
 monster is from type neutral More...
 
#define FLAG_NO_APPLY   62
 Avoids step_on/fly_on to this object. More...
 
#define FLAG_NO_ATTACK   101
 monster don't attack More...
 
#define FLAG_NO_DAMAGE   102
 monster can't be damaged More...
 
#define FLAG_NO_DROP   50
 Object can't be dropped. More...
 
#define FLAG_NO_FIX_PLAYER   42
 fix_object() won't be called More...
 
#define FLAG_NO_MAGIC   41
 Spells (some) can't pass this object. More...
 
#define FLAG_NO_PICK   8
 Object can't be picked up. More...
 
#define FLAG_NO_SAVE   13
 If set (through plugins), the object is not saved on maps. More...
 
#define FLAG_NO_SKILL_IDENT   91
 If set, item cannot be identified w/ a skill. More...
 
#define FLAG_NO_STEAL   96
 Item can't be stolen. More...
 
#define FLAG_NO_STRENGTH   65
 Strength-bonus not added to wc/dam. More...
 
#define FLAG_OBJ_ORIGINAL   103
 NEVER SET THIS. More...
 
#define FLAG_ONE_HIT   97
 Monster can only hit once before going away (replaces ghosthit) More...
 
#define FLAG_ONLY_ATTACK   69
 NPC will evaporate if there is no enemy. More...
 
#define FLAG_OVERLAY_FLOOR   23
 Object is an overlay floor. More...
 
#define FLAG_PARALYZED   114
 Monster or player is paralyzed. More...
 
#define FLAG_PLAYER_SOLD   20
 Object was sold to a shop by a player. More...
 
#define FLAG_PROBE   25
 Object displays HP information to player. More...
 
#define FLAG_RANDOM_MOVE   68
 NPC will move randomly. More...
 
#define FLAG_READY_BOW   60
 not implemented yet More...
 
#define FLAG_READY_RANGE   59
 (Monster) has a range attack readied... More...
 
#define FLAG_READY_SCROLL   81
 monster has scroll in inv and can use it More...
 
#define FLAG_READY_SKILL   89
 (Monster or Player) has a skill readied More...
 
#define FLAG_READY_WEAPON   90
 (Monster or Player) has a weapon readied More...
 
#define FLAG_REFL_MISSILE   39
 Arrows will reflect from object. More...
 
#define FLAG_REFL_SPELL   40
 Spells (some) will reflect from object. More...
 
#define FLAG_REFLECTING   30
 Object reflects from walls (lightning) More...
 
#define FLAG_REMOVED   2
 Object is not in any map or invenory. More...
 
#define FLAG_RUN_AWAY   45
 Object runs away from nearest player \ but can still attack at a distance. More...
 
#define FLAG_SCARED   37
 Monster is scared (mb player in future) More...
 
#define FLAG_SEE_ANYWHERE   76
 The object will be visible behind walls. More...
 
#define FLAG_SEE_IN_DARK   93
 if set ob not effected by darkness More...
 
#define FLAG_SEE_INVISIBLE   21
 Will see invisible player. More...
 
#define FLAG_SLEEP   66
 NPC is sleeping. More...
 
#define FLAG_SPLITTING   32
 Object splits into stats.food other objs. More...
 
#define FLAG_STAND_STILL   67
 NPC will not (ever) move. More...
 
#define FLAG_STARTEQUIP   34
 Object was given to player at start. More...
 
#define FLAG_STEALTH   71
 Will wake monsters with less range. More...
 
#define FLAG_TEAR_DOWN   44
 at->faces[hp*animations/maxhp] at hit More...
 
#define FLAG_TREASURE   19
 Will generate treasure when applied. More...
 
#define FLAG_UNAGGRESSIVE   38
 Monster doesn't attack players. More...
 
#define FLAG_UNDEAD   36
 Monster is undead. More...
 
#define FLAG_UNIQUE   49
 Item is really unique (UNIQUE_ITEMS) More...
 
#define FLAG_UNPAID   6
 Object hasn't been paid for yet. More...
 
#define FLAG_USE_ARMOUR   56
 (Monster) can wear armour/shield/helmet More...
 
#define FLAG_USE_BOW   55
 (Monster) can apply and fire bows More...
 
#define FLAG_USE_RANGE   54
 (Monster) can apply and use range items More...
 
#define FLAG_USE_RING   58
 (Monster) can use rings, boots, gauntlets, etc More...
 
#define FLAG_USE_SCROLL   53
 (Monster) can read scroll More...
 
#define FLAG_USE_SHIELD   7
 Can this creature use a shield? More...
 
#define FLAG_USE_WEAPON   57
 (Monster) can wield weapons More...
 
#define FLAG_WAS_WIZ   4
 Player was once a wiz. More...
 
#define FLAG_WIZ   1
 Object has special privilegies. More...
 
#define FLAG_WIZCAST   51
 The wizard can cast spells in no-magic area. More...
 
#define FLAG_WIZPASS   72
 The wizard can go through walls. More...
 
#define FLAG_XRAYS   61
 X-ray vision. More...
 
#define NUM_FLAGS   114
 Should always be equal to the last defined flag. More...
 
#define QUERY_FLAG(xyz, p)   query_flag(xyz, p)
 
#define SET_FLAG(xyz, p)   set_flag(xyz, p)
 

Detailed Description

Those flags are object-related flags, stored in the obj::flags fields.

Flag structure now changed. Each flag is now a bit offset, starting at zero. The macros will update/read the appropriate flag element in the object structure.

Hopefully, since these offsets are integer constants set at run time, the compiler will reduce the macros something as simple as the old system was.

Flags now have FLAG as the prefix. This to be clearer, and also to make sure F_ names are not still being used anyplace.

The macros below assume that the flag size for each element is 32 bits. IF it is smaller, bad things will happen. See structs.h for more info.

All functions should use the macros below. In process of converting to the new system, I find several files that did not use the previous macros.

If any FLAG's are or changed, make sure the flag_names structure in common/loader.l is updated.

Values can go up to 127 before the size of the flags array in the object structure needs to be enlarged. So there are 18 available flags slots

Macro Definition Documentation

#define CLEAR_FLAG (   xyz,
 
)    clear_flag(xyz, p)

Definition at line 224 of file define.h.

Referenced by add_abilities(), add_object_to_socklist(), add_player(), add_shop_item(), alchemy_failure_effect(), animate_object(), animate_weapon(), apply_auto(), apply_changes_to_player(), apply_container(), apply_race_and_class(), attack_ob_simple(), attempt_steal(), become_follower(), blindness_type_process(), cancellation(), cast_change_ability(), cast_detection(), cast_item_curse_or_curse(), cctk_create_game_object(), cfapi_object_set_property(), change_abil(), check_login(), clear_skill(), command_afk(), command_create(), command_dropall(), command_lock_item(), command_mon_aggr(), command_nowiz(), command_wizcast(), command_wizpass(), convert_item(), do_mood_floor(), do_skill(), do_turn(), drain_wand_charge(), examine(), fire_bow(), fix_container_multipart(), fix_object(), fix_summon_pet(), flee_player(), free_dialog_information(), gate_type_process(), generate_monster_inv(), get_archetype_struct(), get_player(), give_initial_items(), give_skill_by_name(), god_removes_curse(), handle_newcs_player(), hit_player(), identify(), key_change_class(), lock_item_cmd(), make_throw_ob(), monster_cast_spell(), monster_check_wakeup(), monster_do_living(), monster_find_enemy(), monster_move(), monster_use_range(), monster_use_scroll(), monster_use_skill(), mood_change(), move_creator(), object_copy(), object_give_identified_properties(), object_insert_in_map(), object_insert_in_ob(), object_remove(), object_unset_flag_inv(), peacemaker_type_process(), pets_get_enemy(), pets_summon_object(), place_fountain_with_specials(), poisoning_type_process(), polymorph_living(), potion_type_apply(), push_ob(), put_object_in_sack(), remove_button_link(), remove_curse(), remove_force(), remove_friendly_object(), runghosted(), save_life(), save_player(), shop_mat_type_move_on(), shop_pay_unpaid(), START_TEST(), tear_down_wall(), unapply_special(), update_priest_flag(), and use_oratory().

#define COMPARE_FLAGS (   p,
 
)    compare_flags(p, q)

Definition at line 226 of file define.h.

Referenced by get_ob_diff().

#define FLAG_ACTIVATE_ON_PUSH   105

connected object is activated when 'pushed'

Definition at line 371 of file define.h.

Referenced by trigger_connected().

#define FLAG_ACTIVATE_ON_RELEASE   106

connected object is activated when 'released'

Definition at line 372 of file define.h.

Referenced by trigger_connected().

#define FLAG_AFK   111

Player is AFK.

Definition at line 377 of file define.h.

Referenced by command_afk(), get_who_escape_code_value(), list_players(), and metaserver_update().

FLAG_ALIVE   0

Object can fight (or be fought)

Use

Type(s) Description
Magic Wall Walls with <is destroyable> enabled can be attacked and (eventually) destroyed by the player. If disabled, all other attributes on this tab, as well as resistances, are meaningless.

Definition at line 230 of file define.h.

Referenced by action_makes_visible(), add_abilities(), adj_attackroll(), alchemy(), animate_object(), attack_ob_simple(), blocked_link(), calc_skill_exp(), cancellation(), cast_destruction(), cast_spell(), cast_transfer(), change_exp(), change_object(), check_bullet(), command_create(), common_process_projectile(), common_projectile_move_on(), common_trap_type_move_on(), deep_swamp_type_process(), determine_god(), find_monster_in_room_recursive(), fix_generated_item(), gate_type_process(), hit_map(), hit_player(), hit_with_one_attacktype(), is_magical(), is_susceptible_to_disease(), magic_wall(), main(), matches_sacrifice(), monster_can_see_enemy(), monster_npc_call_help(), move_player_attack(), move_player_mover(), object_can_pick(), object_free2(), Object_GetAlive(), object_insert_in_map(), Object_SetAlive(), object_update(), pets_get_enemy(), pets_move(), pets_move_golem(), pick_arrow_target(), poison_living(), poisoning_type_process(), polymorph(), probe(), reflwall(), remove_monsters(), CREWrapperObject::setObject(), shop_mat_type_move_on(), skill_attack(), spell_effect_type_move_on(), spring_trap(), tear_down_wall(), thrown_item_effect(), treasure_type_apply(), try_fit(), and update_position().

#define FLAG_ANIMATE   11
FLAG_APPLIED   5

Object is ready for use by living.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield If you put this item into the inventory of a monster, and you want the monster to use/wear the item - you must set <is applied>. Enabling this flag doesn't make any sense if the item is NOT in a monster's inventory.

Definition at line 235 of file define.h.

Referenced by adj_stealchance(), adjust_skill_tool(), animate_weapon(), apply_container(), apply_manual(), apply_special(), attempt_steal(), become_follower(), blind_living(), blindness_type_process(), cast_bless(), cast_change_ability(), cast_curse(), change_abil(), change_luck(), command_dropall(), common_pre_ob_move_on(), create_aura(), do_skill(), do_symptoms(), do_turn(), drain_specific_stat(), drop_object(), eat_special_food(), esrv_move_object(), examine_monster(), find_arrow(), find_best_apply_object_match(), find_better_arrow(), find_key(), find_skill_by_name(), find_skill_by_number(), find_throw_ob(), fix_object(), get_item_from_body_location(), give_initial_items(), god_examines_priest(), hit_with_one_attacktype(), improve_armour(), improve_weapon(), inventory(), kill_player_not_permadeath(), lamp_type_apply(), make_throw_ob(), meditate(), monster_check_apply(), monster_find_throw_ob(), monsterFight(), object_can_merge(), object_find_by_flag_applied(), object_find_by_type_applied(), Object_GetApplied(), object_insert_in_map(), object_insert_in_ob(), object_remove(), Object_SetApplied(), pay_for_amount(), pay_for_item(), pick_up(), poison_living(), poisoning_type_process(), polymorph_living(), potion_type_apply(), process_object(), put_object_in_sack(), query_flags(), query_money(), query_name(), rangetostring(), remove_curse(), remove_force(), sack_can_hold(), save_throw_object(), sell_item(), slow_living(), START_TEST(), stop_using_item(), swap_random_stats(), transmute_item_to_flower(), unapply_for_ob(), unapply_special(), and use_alchemy().

FLAG_AUTO_APPLY   18

Will be applied when created.

Use

Type(s) Description
Shop Floor If enabled, items will appear on this square when the map is loaded. You need to specify a <treasurelist> to define what kinds of items are generated. The items will be unpaid.
Treasure "Auto-generate" must be set in order to have the treasure be created when the map is loaded. If you want to create a random treasure chest, you unset this flag. That way, the player has to apply the object (the chest), then the treasure is generated.

Definition at line 250 of file define.h.

Referenced by apply_auto(), apply_auto_fix(), create_player_cmd(), and do_auto_apply().

#define FLAG_BEEN_APPLIED   80
#define FLAG_BERSERK   99

monster will attack closest living object

Definition at line 359 of file define.h.

Referenced by monster_find_enemy(), and mood_change().

FLAG_BLESSED   112

Item has a blessing, opposite of cursed/damned.

Use

Type(s) Description
Treasure If checked, no bad or cursed items will be generated.

Definition at line 378 of file define.h.

Referenced by apply_auto(), cast_item_curse_or_curse(), fix_generated_item(), identify(), query_flags(), query_name(), scroll_type_apply(), and spellbook_type_apply().

#define FLAG_BLIND   92
FLAG_BLOCKSVIEW   35
FLAG_CAN_ROLL   22

Object can be rolled.

Use

Type(s) Description
Wall If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.

Definition at line 254 of file define.h.

Referenced by alchemy_failure_effect(), gate_type_process(), move_player_attack(), Object_GetRollable(), Object_SetRollable(), roll_ob(), and skill_attack().

FLAG_CAN_USE_SKILL   79

The monster can use skills.

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Monster is able to use skills from it's inventory. For example, you can put a throwing skill object and some boulders into the monster's object and set <can use skills>.
Skill The <is native skill> flag has an effect only when this skill object is placed in the inventory of a monster (or player). If it is set, the monster or player knows the skill natively, which means he does not need a skill tool to use it.

Definition at line 322 of file define.h.

Referenced by adjust_skill_tool(), describe_monster(), find_best_player_hth_skill(), food_type_apply(), give_initial_items(), give_skill_by_name(), learn_skill(), monster_can_pick(), Object_GetCanUseSkill(), old_describe_monster(), and use_skill().

FLAG_CAST_SPELL   52

(Monster) can learn and cast spells

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.

Definition at line 291 of file define.h.

Referenced by describe_monster(), monster_can_pick(), monster_cast_spell(), monster_check_apply(), monster_move(), new_exp(), Object_GetCanCastSpell(), and old_describe_monster().

FLAG_CHANGING   31

Changes to other_arch when anim is done.

Use

Type(s) Description
Altar, Altar Trigger, Amulet, Battleground, Book, Boots, Bracers, Breastplate Armor, Builder, Building material, Button, Button Trigger, Class Changer, Cloak, Clock, Container, Converter, Creator, Detector, Director, Disease, Door, Drink, Duplicator, Event, Exit, Flesh, Floor, Floor (Encounter), Food, Gate, Girdle, Gloves, Handle, Handle Trigger, Hazard Floor, Helmet, Holy Altar, Horn, Inorganic, Inventory Checker, Item Transformer, Jewel, Key, Locked Door, Magic Ear, Magic Wall, Marker, Money, Monster & NPC, Monster (Grimreaper), Mood Floor, Mover, Pedestal, Pit, Player, Poison Food, Potion, Power Crystal, Projectile, Ring, Rod, Rune, Savebed, Scroll, Shield, Shooting Weapon, Shop Floor, Shop Mat, Sign & Magic Mouth, Skill, Skill Scroll, Special Key, Spell, Spellbook, Spinner, Swamp, Teleporter, Timed Gate, Transport, Trap, Trapdoor, Treasure, Trigger Marker, Wall, Wand & Staff, Weak Wall, Weapon A <changing> object converts to <food> <other_arch> objects; when it's animation is done. For non-living objects <food> is checked: if it is zero, the change happens; otherwise <food> is decreased by one. I suggest you don't mess with this value - leave the default in place.

Definition at line 263 of file define.h.

Referenced by dump_abilities(), fix_summon_pet(), init_mon_info(), make_throw_ob(), and process_object().

#define FLAG_CLIENT_ANIM_RANDOM   10

Client animate this, randomized.

Definition at line 241 of file define.h.

Referenced by add_abilities(), map2_add_ob(), object_give_identified_properties(), object_update(), and place_fountain_with_specials().

#define FLAG_CLIENT_ANIM_SYNC   9

Let client animate this, synchronized.

Definition at line 240 of file define.h.

Referenced by map2_add_ob(), object_give_identified_properties(), and object_update().

#define FLAG_CLIENT_SENT   98

THIS IS A DEBUG FLAG ONLY.

We use it to detect cases were the server is trying to send an upditem when we have not actually sent the item.

Definition at line 349 of file define.h.

Referenced by add_object_to_socklist(), esrv_new_player(), esrv_send_item(), and esrv_update_item().

#define FLAG_CONFUSED   70
FLAG_CONTENT_ON_GEN   108

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) This only takes effect if <multiply> is enabled. The monster will create a new monster every once in a while by duplicating it's inventory. In this case, the <breed monster> value is never used and can be forgotten. Each time the monster need to generate an object, it will be a randomly chosen item from the inventory. When generator is destroyed, inventory is destroyed.

Definition at line 374 of file define.h.

Referenced by check_generators(), generate_monster(), and local_check_loaded_object().

FLAG_CURSED   74

The object is cursed.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield A cursed piece of equipment cannot be unwielded unless the curse is removed.
Potion If a potion is cursed, benefits generally turn into penalties. Note that potions can be "uncursed" by praying over an altar, with relative ease. But the potion must be identified to notice that it is cursed >:)
Shooting Weapon A cursed shooting weapon cannot be unwielded unless the curse is removed.
Weapon A cursed weapon cannot be unwielded unless the curse is removed.

Definition at line 317 of file define.h.

Referenced by add_abilities(), alchemy_failure_effect(), apply_auto(), apply_special(), calc_alch_danger(), cancellation(), cast_detection(), cast_item_curse_or_curse(), check_item(), create_one_treasure(), describe_item(), detect_curse_on_item(), do_turn(), eat_special_food(), find_throw_ob(), fix_generated_item(), food_type_apply(), give_initial_items(), god_removes_curse(), identify(), make_item_from_recipe(), Object_GetCursed(), object_matches_string(), Object_SetCursed(), potion_type_apply(), price_base(), query_flags(), query_name(), remove_curse(), save_throw_object(), scroll_type_apply(), set_magic(), spellbook_type_apply(), and unapply_for_ob().

FLAG_DAMNED   75

The object is very cursed.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.
Floor, Floor (Encounter), Hazard Floor, Mood Floor, Swamp If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.
Gate, Timed Gate Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.
Locked Door Restricting the use of prayers to pass this door. This should be set in most cases.
Shooting Weapon A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.
Shop Floor If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving. (Remember that <no magic> is always set for shop floors.)
Wall This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.
Weapon A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.

Definition at line 318 of file define.h.

Referenced by add_abilities(), apply_auto(), apply_special(), calc_alch_danger(), cancellation(), cast_detection(), check_item(), create_one_treasure(), detect_curse_on_item(), do_turn(), enter_exit(), find_throw_ob(), fix_generated_item(), get_jail_exit(), give_initial_items(), god_removes_curse(), identify(), make_item_from_recipe(), Object_GetDamned(), object_matches_string(), Object_SetDamned(), object_update(), potion_type_apply(), price_base(), query_flags(), query_name(), remove_curse(), save_throw_object(), scroll_type_apply(), spellbook_type_apply(), unapply_for_ob(), and update_position().

#define FLAG_DIALOG_PARSED   12

Was the object::msg field parsed? Temporary flag not saved.

Definition at line 243 of file define.h.

Referenced by free_dialog_information(), get_dialog_message(), object_copy(), and parse_dialog_information().

#define FLAG_FREED   3
FLAG_FRIENDLY   15
FLAG_GENERATOR   16

Will generate type ob->stats.food.

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Monsters with <generator> enabled will create a <breed monster> every once in a while. Mice are a good example for this effect. If enabled, you must also set <breed monster> or check <template generation> and put other monsters in the inventory.

Definition at line 248 of file define.h.

Referenced by calculate_difficulty(), check_generators(), fix_summon_pet(), hit_with_one_attacktype(), local_check_loaded_object(), monster_check_enemy(), monster_find_nearest_living_creature(), mood_change(), Object_GetGenerator(), polymorph(), process_object(), and spell_find_dir().

FLAG_HITBACK   33

Object will hit back when hit.

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Monsters with <hitback> enabled hurt the attacker in proportion to the amount of damage the attacker inflicted. This damage is additional to the regular melee damage of the monster. As far as I know, hitback uses acid attack type, and it only takes effect if the monster actually has acid attacktype at it's disposal. Acid spheres for example use this feature.

Definition at line 267 of file define.h.

Referenced by attack_ob_simple(), describe_monster(), new_exp(), Object_GetHitBack(), Object_SetHitBack(), old_describe_monster(), and singing().

FLAG_IDENTIFIED   29

Player knows full info about item.

Use

Type(s) Description
Altar, Altar Trigger, Amulet, Battleground, Book, Boots, Bracers, Breastplate Armor, Builder, Building material, Button, Button Trigger, Class Changer, Cloak, Clock, Container, Converter, Creator, Detector, Director, Disease, Door, Drink, Duplicator, Event, Exit, Flesh, Floor, Floor (Encounter), Food, Gate, Girdle, Gloves, Handle, Handle Trigger, Hazard Floor, Helmet, Holy Altar, Horn, Inorganic, Inventory Checker, Item Transformer, Jewel, Key, Locked Door, Magic Ear, Magic Wall, Marker, Money, Monster & NPC, Monster (Grimreaper), Mood Floor, Mover, Pedestal, Pit, Player, Poison Food, Potion, Power Crystal, Projectile, Ring, Rod, Rune, Savebed, Scroll, Shield, Shooting Weapon, Shop Floor, Shop Mat, Sign & Magic Mouth, Skill, Skill Scroll, Special Key, Spell, Spellbook, Spinner, Swamp, Teleporter, Timed Gate, Transport, Trap, Trapdoor, Treasure, Trigger Marker, Wall, Wand & Staff, Weak Wall, Weapon If an item is identified, the player has full knowledge about it.

Definition at line 261 of file define.h.

Referenced by add_one_item(), alchemy_failure_effect(), artifact_describe(), CREArtifactPanel::artifactChanged(), book_type_apply(), cast_create_missile(), cast_detection(), cast_identify(), cast_item_curse_or_curse(), command_create(), describe_item(), detect_curse_on_item(), detect_magic_on_item(), examine(), give_initial_items(), identify(), identify_altar_type_move_on(), identify_object_with_skill(), make_item_from_recipe(), object_can_merge(), Object_GetIdentified(), Object_SetIdentified(), place_fountain_with_specials(), potion_type_apply(), query_base_name(), query_flags(), query_name(), query_short_name(), ring_desc(), scroll_type_apply(), shop_price_sell(), spellbook_type_apply(), and START_TEST().

#define FLAG_INV_LOCKED   86
#define FLAG_IS_A_TEMPLATE   109

Object has no ingame life until instantiated.

Definition at line 375 of file define.h.

Referenced by apply_auto(), convert_item(), generate_monster_inv(), local_check_loaded_object(), move_creator(), object_free2(), and process_object().

#define FLAG_IS_BUILDABLE   110

Can build on item.

Definition at line 376 of file define.h.

Referenced by apply_builder_floor(), apply_map_builder(), can_build_over(), cast_consecrate(), and examine().

FLAG_IS_CAULDRON   94

container can make alchemical stuff

Use

Type(s) Description
Container If set, the container can be used as alchemy-cauldron. The player can put ingredients inside, close it, cast alchemy and if his formulae is true, he'll get what he longed for.

Definition at line 339 of file define.h.

Referenced by alchemy(), CREFormulaePanel::CREFormulaePanel(), do_skill_detect_curse(), examine(), and use_alchemy().

#define FLAG_IS_FLOOR   63
FLAG_IS_HILLY   88

Item is hilly/mountain terrain.

Use

Type(s) Description
Floor, Floor (Encounter), Hazard Floor This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.

Definition at line 333 of file define.h.

Referenced by object_check_move_on().

#define FLAG_IS_LIGHTABLE   43

object can be lit

Definition at line 278 of file define.h.

Referenced by save_throw_object().

#define FLAG_IS_LINKED   73
#define FLAG_IS_THROWN   17

Object is designed to be thrown.

Definition at line 249 of file define.h.

Referenced by check_pick(), do_throw(), fix_generated_item(), monster_can_pick(), monster_find_throw_ob(), and Object_GetThrown().

#define FLAG_IS_TURNABLE   24
#define FLAG_IS_USED_UP   28

When (–food<0) the object will exit.

Definition at line 260 of file define.h.

Referenced by eat_special_food(), magic_wall(), make_object_glow(), Object_GetUsedUp(), Object_SetUsedUp(), process_object(), and spring_trap().

#define FLAG_IS_WATER   107

Definition at line 373 of file define.h.

FLAG_IS_WOODED   87

Item is wooded terrain.

Use

Type(s) Description
Floor, Floor (Encounter), Hazard Floor This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.

Definition at line 331 of file define.h.

Referenced by object_check_move_on().

#define FLAG_KNOWN_BLESSED   113

Item is known to be blessed.

Definition at line 379 of file define.h.

Referenced by cast_item_curse_or_curse(), identify(), query_flags(), and query_name().

#define FLAG_KNOWN_CURSED   78
#define FLAG_KNOWN_MAGICAL   77
FLAG_LIFESAVE   64

Saves a players' life once, then destr.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield, Weapon

An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player's health.

An item with <save life> should not have any decent additional bonuses!

Creator If <infinite uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.
Mover If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.
Rune, Trap If set, then the rune will detonate forever if the number of charges is not 0.

Definition at line 306 of file define.h.

Referenced by add_abilities(), calc_item_power(), change_abil(), describe_item(), fix_object(), move_cone(), move_creator(), move_player_mover(), Object_GetLifesaver(), Object_SetLifesaver(), ring_desc(), save_life(), and spring_trap().

#define FLAG_MAKE_INVIS   85
FLAG_MONSTER   14

Will attack players.

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) When <monster behavior> is enabled, this object will behave like a monster: It can move and attack enemies (which are typically players). This flag should be set for all monsters as-such. Monsters which don't move, like guards, should also have <monster behavior>, but in combination with <stand still>. It should not be set for things like immobile generators.

Definition at line 245 of file define.h.

Referenced by animate_weapon(), apply_auto_fix(), attack_ob_simple(), attempt_jump(), calculate_difficulty(), cast_cause_disease(), cast_detection(), cast_light(), cast_spell(), choose_cult_monster(), command_create(), counterspell(), CRECombatSimulator::CRECombatSimulator(), describe_item(), describe_monster(), do_harvest(), do_mood_floor(), dump_abilities(), examine(), find_closest_monster(), find_target_for_friendly_spell(), find_traps(), first_arch_pass(), fix_flesh_item(), fix_generated_item(), fix_summon_pet(), generate_monster_arch(), generate_monster_inv(), get_pointed_target(), hit_player(), hit_with_one_attacktype(), infect_object(), init_mon_info(), init_races(), kill_object(), local_check_loaded_object(), main(), map_find_dir(), monster_check_enemy(), monster_do_living(), monster_find_nearest_living_creature(), monster_move_no_enemy(), mood_change(), move_player_attack(), Object_GetMonster(), ok_to_put_more(), CREMainWindow::onReportPlayer(), peacemaker_type_process(), pets_move_golem(), pets_summon_golem(), pets_summon_object(), polymorph(), polymorph_living(), print_monsters(), probe(), CREMapInformationManager::process(), process_map(), process_object(), remove_trap(), CREWrapperObject::setObject(), singing(), spell_find_dir(), stand_near_hostile(), START_TEST(), steal(), update_position(), and use_oratory().

#define FLAG_NEUTRAL   100

monster is from type neutral

Definition at line 362 of file define.h.

Referenced by give_initial_items(), monster_check_enemy(), monster_find_enemy(), and push_ob().

#define FLAG_NO_APPLY   62

Avoids step_on/fly_on to this object.

Definition at line 302 of file define.h.

Referenced by object_check_move_on(), object_remove(), and shop_mat_type_move_on().

#define FLAG_NO_ATTACK   101

monster don't attack

Definition at line 363 of file define.h.

Referenced by monster_move(), and mood_change().

FLAG_NO_DAMAGE   102

monster can't be damaged

Use

Type(s) Description
Door If set to non-zero, the door cannot be destroyed by attacking it.
Magic Wall If set to non-zero, the wall cannot be destroyed by attacking it.
Monster & NPC, Monster (Grimreaper) If set to non-zero, the monster cannot be hurt by attacking it.
Weak Wall If set to non-zero, the wall cannot be destroyed by attacking it.

Definition at line 364 of file define.h.

Referenced by hit_player(), Object_GetNoDamage(), and Object_SetNoDamage().

FLAG_NO_DROP   50

Object can't be dropped.

Use

Type(s) Description
Projectile When a monster carries a projectile with <don't drop>, this item will never drop to the ground but vanish instead. If this object is shot, it can still drop after hitting an obstacle. You can prevent this by setting <chance to break> 100.

Definition at line 289 of file define.h.

Referenced by cfapi_object_drop(), command_drop(), drop(), drop_object(), eventListener(), free_no_drop(), loot_object(), mark_inventory_as_no_drop(), object_free2(), pick_up_object(), and polymorph_item().

#define FLAG_NO_FIX_PLAYER   42
FLAG_NO_MAGIC   41

Spells (some) can't pass this object.

Use

Type(s) Description
Floor, Floor (Encounter), Hazard Floor, Mood Floor, Swamp If enabled, it is impossible for players to use (wizard-) spells on that spot.
Gate, Timed Gate Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.
Locked Door Restricting the use of spells to pass this door. This should be set in most cases. (Don't forget that the spell "dimension door" is easily available at about wisdom level 10).
Wall This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.

Definition at line 276 of file define.h.

Referenced by new_exp(), object_update(), and update_position().

FLAG_NO_PICK   8

Object can't be picked up.

Use

Type(s) Description
Altar, Altar Trigger, Amulet, Battleground, Book, Boots, Bracers, Breastplate Armor, Builder, Building material, Button, Button Trigger, Class Changer, Cloak, Clock, Container, Creator, Detector, Director, Disease, Door, Drink, Duplicator, Event, Exit, Flesh, Floor, Floor (Encounter), Food, Gate, Girdle, Gloves, Handle, Handle Trigger, Hazard Floor, Helmet, Holy Altar, Horn, Inorganic, Inventory Checker, Item Transformer, Jewel, Key, Locked Door, Magic Ear, Magic Wall, Marker, Money, Monster & NPC, Monster (Grimreaper), Mood Floor, Mover, Pedestal, Pit, Player, Poison Food, Potion, Power Crystal, Projectile, Ring, Rod, Savebed, Scroll, Shield, Shooting Weapon, Shop Floor, Shop Mat, Sign & Magic Mouth, Skill, Skill Scroll, Special Key, Spell, Spellbook, Spinner, Swamp, Teleporter, Timed Gate, Transport, Trapdoor, Treasure, Trigger Marker, Wall, Wand & Staff, Weak Wall, Weapon If set, the object cannot be picked up (Neither by players nor monsters).

Definition at line 239 of file define.h.

Referenced by add_object_to_socklist(), alchemy(), alchemy_failure_effect(), apply_builder_item(), check_spell_knockback(), create_singularity(), deep_swamp_type_process(), esrv_update_item(), examine(), fix_generated_item(), food_type_apply(), gate_type_process(), is_special_equipment(), object_can_pick(), object_check_move_on(), Object_GetPickable(), object_insert_in_map(), Object_SetPickable(), op_on_battleground(), place_fountain_with_specials(), polymorph(), save_throw_object(), shop_mat_type_move_on(), and update_position().

#define FLAG_NO_SAVE   13

If set (through plugins), the object is not saved on maps.

Definition at line 244 of file define.h.

Referenced by add_abilities(), Object_GetNoSave(), Object_SetNoSave(), and save_object().

#define FLAG_NO_SKILL_IDENT   91

If set, item cannot be identified w/ a skill.

Definition at line 336 of file define.h.

Referenced by book_type_apply(), examine(), identify(), and identify_object_with_skill().

#define FLAG_NO_STEAL   96

Item can't be stolen.

Definition at line 343 of file define.h.

Referenced by attempt_steal(), fix_flesh_item(), object_insert_in_map(), and singing().

FLAG_NO_STRENGTH   65

Strength-bonus not added to wc/dam.

Use

Type(s) Description
Shooting Weapon Usually the player's strength takes effect on the damage done by the shooting weapon. If <ignore strength> is set, the player's strength is ignored.

Definition at line 307 of file define.h.

Referenced by fire_bow().

#define FLAG_OBJ_ORIGINAL   103

NEVER SET THIS.

Item was loaded by load_original_map()

Definition at line 365 of file define.h.

Referenced by command_dump(), decay_objects(), load_objects(), object_insert_in_ob(), put_treasure(), and save_objects().

FLAG_ONE_HIT   97

Monster can only hit once before going away (replaces ghosthit)

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Monsters with <one hit only> disappear after one successful hit to a player.

Definition at line 344 of file define.h.

Referenced by hit_player().

#define FLAG_ONLY_ATTACK   69

NPC will evaporate if there is no enemy.

Definition at line 311 of file define.h.

Referenced by monster_move(), monster_move_no_enemy(), Object_GetOnlyAttack(), and Object_SetOnlyAttack().

#define FLAG_OVERLAY_FLOOR   23

Object is an overlay floor.

Definition at line 255 of file define.h.

Referenced by decay_objects(), deep_swamp_type_process(), load_objects(), and object_insert_in_map().

#define FLAG_PARALYZED   114

Monster or player is paralyzed.

Currently only used to display message to player of paralysis begin and end.

Definition at line 380 of file define.h.

Referenced by handle_newcs_player(), monster_move(), and paralyze_living().

#define FLAG_PLAYER_SOLD   20

Object was sold to a shop by a player.

Definition at line 252 of file define.h.

Referenced by shop_pay_unpaid(), and shop_price_buy().

#define FLAG_PROBE   25

Object displays HP information to player.

Definition at line 257 of file define.h.

Referenced by check_probe(), examine_monster(), and fix_object().

FLAG_RANDOM_MOVE   68

NPC will move randomly.

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Living things with the <random_movement> flag set automatically move about in a random fashion.

Definition at line 310 of file define.h.

Referenced by get_npc(), monster_move_no_enemy(), Object_GetRandomMovement(), Object_SetRandomMovement(), and peacemaker_type_process().

#define FLAG_READY_BOW   60

not implemented yet

Definition at line 300 of file define.h.

Referenced by apply_special(), fire_bow(), monster_check_apply(), monster_move(), and unapply_special().

#define FLAG_READY_RANGE   59

(Monster) has a range attack readied...

8)

Definition at line 299 of file define.h.

Referenced by apply_special(), monster_check_apply(), monster_move(), monster_use_range(), and unapply_special().

#define FLAG_READY_SCROLL   81

monster has scroll in inv and can use it

Definition at line 325 of file define.h.

Referenced by monster_check_apply(), monster_move(), and monster_use_scroll().

#define FLAG_READY_SKILL   89

(Monster or Player) has a skill readied

Definition at line 334 of file define.h.

Referenced by apply_special(), clear_skill(), get_player(), monster_check_apply(), monster_move(), monster_use_skill(), and unapply_special().

#define FLAG_READY_WEAPON   90

(Monster or Player) has a weapon readied

Definition at line 335 of file define.h.

Referenced by apply_special(), attack_hth(), attack_melee_weapon(), do_skill_attack(), fix_object(), kill_object(), meditate(), and unapply_special().

FLAG_REFL_MISSILE   39

Arrows will reflect from object.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield, Weapon If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.
Monster & NPC, Monster (Grimreaper) A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.

Definition at line 273 of file define.h.

Referenced by add_abilities(), become_follower(), calc_item_power(), change_abil(), common_process_projectile(), describe_item(), dump_gods(), fix_object(), is_magical(), new_exp(), Object_GetReflectMissiles(), Object_SetReflectMissiles(), ring_desc(), and set_ring_bonus().

FLAG_REFL_SPELL   40

Spells (some) will reflect from object.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield, Weapon

If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.

This is a very powerful ability and it shouldn't be handed out cheap!

Monster & NPC, Monster (Grimreaper)

A monster with this flag has the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off.

Generally this flag should not be set because it puts wizard-type players at an unfair disadvantage.

Definition at line 275 of file define.h.

Referenced by add_abilities(), become_follower(), calc_item_power(), cast_smite_spell(), change_abil(), describe_item(), dump_gods(), fix_object(), is_magical(), new_exp(), Object_GetReflectSpells(), Object_SetReflectSpells(), reflwall(), ring_desc(), and set_ring_bonus().

#define FLAG_REFLECTING   30

Object reflects from walls (lightning)

Definition at line 262 of file define.h.

Referenced by common_process_projectile(), fire_arch_from_position(), fire_bolt(), and move_bolt().

#define FLAG_REMOVED   2
FLAG_RUN_AWAY   45

Object runs away from nearest player \ but can still attack at a distance.

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) This is a percentage value in the range 0-100. When the monster's health points drop below this percentage (relative to max health), it attempts to run away from the attacker.

Definition at line 280 of file define.h.

Referenced by hit_player(), monster_do_living(), monster_move(), Object_GetRunAway(), Object_SetRunAway(), and peacemaker_type_process().

#define FLAG_SCARED   37

Monster is scared (mb player in future)

Definition at line 271 of file define.h.

Referenced by adj_attackroll(), flee_player(), handle_newcs_player(), monster_do_living(), monster_move(), Object_GetScared(), Object_SetScared(), and scare_creature().

#define FLAG_SEE_ANYWHERE   76

The object will be visible behind walls.

Definition at line 319 of file define.h.

Referenced by process_object().

FLAG_SEE_IN_DARK   93

if set ob not effected by darkness

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) A monster with the ability to <see in darkness> cannot be fooled by spells of darkness or dark maps. This flag is a "should-have" for high-level monsters. When a monster is unable to see in darkness, players can cast darkness and sneak around it safely.

Definition at line 338 of file define.h.

Referenced by add_abilities(), become_follower(), calc_item_power(), cast_change_ability(), change_abil(), describe_item(), dragon_ability_gain(), dump_gods(), expand_lighted_sight(), fix_object(), monster_can_detect_enemy(), monster_can_see_enemy(), monster_check_wakeup(), monster_move(), Object_GetCanSeeInDark(), and Object_SetCanSeeInDark().

FLAG_SEE_INVISIBLE   21

Will see invisible player.

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) A monster with the ability to <see invisible> cannot be fooled with by invisible or hiding players. This flag is a must-have for high-level monsters. When a monster is unable to detect invisible players, it can be killed without fighting back.

Definition at line 253 of file define.h.

Referenced by describe_monster(), monster_can_see_enemy(), monster_check_wakeup(), monster_move(), new_exp(), Object_GetCanSeeInvisible(), Object_SetCanSeeInvisible(), and old_describe_monster().

FLAG_SLEEP   66

NPC is sleeping.

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Being <asleep>, a monster won't move unless a player enters the <sensing range> of the monster. Usually the sensing range is larger than the players line of sight. Due to that, in most cases the player won't ever notice whether a monster was asleep or not.

Definition at line 308 of file define.h.

Referenced by adj_stealchance(), attack_ob_simple(), do_mood_floor(), monster_check_wakeup(), monster_find_enemy(), monster_move(), mood_change(), Object_GetSleeping(), Object_SetSleeping(), pets_summon_object(), and push_ob().

FLAG_SPLITTING   32

Object splits into stats.food other objs.

Use

Type(s) Description
Altar, Altar Trigger, Amulet, Battleground, Book, Boots, Bracers, Breastplate Armor, Builder, Building material, Button, Button Trigger, Class Changer, Cloak, Clock, Container, Converter, Creator, Detector, Director, Disease, Door, Drink, Duplicator, Event, Exit, Flesh, Floor, Floor (Encounter), Food, Gate, Girdle, Gloves, Handle, Handle Trigger, Hazard Floor, Helmet, Holy Altar, Horn, Inorganic, Inventory Checker, Item Transformer, Jewel, Key, Locked Door, Magic Ear, Magic Wall, Marker, Money, Monster & NPC, Monster (Grimreaper), Mood Floor, Mover, Pedestal, Pit, Player, Poison Food, Potion, Power Crystal, Projectile, Ring, Rod, Rune, Savebed, Scroll, Shield, Shooting Weapon, Shop Floor, Shop Mat, Sign & Magic Mouth, Skill, Skill Scroll, Special Key, Spell, Spellbook, Spinner, Swamp, Teleporter, Timed Gate, Transport, Trap, Trapdoor, Treasure, Trigger Marker, Wall, Wand & Staff, Weak Wall, Weapon A <splitting> object converts to <food> <other_arch> objects; when it is hit physically. For non-living objects <food> is checked: if it is zero, the change happens; otherwise <food> is decreased by one. I suggest you don't mess with this value - leave the default in place.

Definition at line 266 of file define.h.

Referenced by fix_summon_pet(), hit_player(), new_exp(), Object_GetSplitting(), and singing().

FLAG_STAND_STILL   67

NPC will not (ever) move.

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper)

Monsters which <stand still> won't move to leave their position. When aggressive, they will attack all enemies who get close to them. This behavior is commonly known from castle guards.

In older versions of Crossfire it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Nevertheless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It's good for low level maps, but not much more.

Definition at line 309 of file define.h.

Referenced by add_abilities(), fix_summon_pet(), monster_move(), monster_move_no_enemy(), new_exp(), Object_GetStandStill(), Object_SetStandStill(), push_ob(), and setup().

FLAG_STARTEQUIP   34
FLAG_STEALTH   71

Will wake monsters with less range.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield, Weapon Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)

Definition at line 313 of file define.h.

Referenced by add_abilities(), become_follower(), calc_item_power(), change_abil(), describe_item(), describe_monster(), dragon_ability_gain(), dump_gods(), fix_object(), is_magical(), monster_can_detect_enemy(), monster_check_wakeup(), Object_GetStealthy(), Object_SetStealthy(), old_describe_monster(), and ring_desc().

#define FLAG_TEAR_DOWN   44

at->faces[hp*animations/maxhp] at hit

Definition at line 279 of file define.h.

Referenced by cast_earth_to_dust(), hit_player(), and magic_wall().

#define FLAG_TREASURE   19

Will generate treasure when applied.

Definition at line 251 of file define.h.

FLAG_UNAGGRESSIVE   38
FLAG_UNDEAD   36
FLAG_UNIQUE   49

Item is really unique (UNIQUE_ITEMS)

Use

Type(s) Description
Amulet, Book, Boots, Bracers, Breastplate Armor, Builder, Building material, Cloak, Girdle, Gloves, Helmet, Projectile, Ring, Shield, Shooting Weapon, Weapon Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.
Container Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good. All contents of a unique container are unique as well.
Event If set, then the event happens only once.
Exit This flag defines the destined map as "personal unique map". If set, there will be a separate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don't forget to set the unique-flag for all floor squares too (see floors). An exit pointing outside of a personal unique map must have the "unique destination"-flag unset.
Floor, Floor (Encounter), Hazard Floor Unique floor means that any items dropped on that spot will be saved beyond map reset. For permanent apartments, all floor squares must be set <unique map>.
Special Key

Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good.

This can be used if you want to sell apartments on your map: Simply sell a unique passport/key, and place an inventory checker at the entrance of your apartment.

Definition at line 288 of file define.h.

Referenced by apply_builder_floor(), decay_objects(), delete_unique_items(), do_execute_event(), enter_exit(), kill_player_permadeath(), load_objects(), loot_object(), Object_GetUnique(), Object_SetUnique(), and save_objects().

FLAG_UNPAID   6

Object hasn't been paid for yet.

Use

Type(s) Description
Altar, Altar Trigger, Amulet, Battleground, Book, Boots, Bracers, Breastplate Armor, Builder, Building material, Button, Button Trigger, Class Changer, Cloak, Clock, Container, Creator, Detector, Director, Disease, Door, Drink, Duplicator, Event, Exit, Flesh, Floor, Floor (Encounter), Food, Gate, Girdle, Gloves, Handle, Handle Trigger, Hazard Floor, Helmet, Holy Altar, Horn, Inorganic, Inventory Checker, Item Transformer, Jewel, Key, Locked Door, Magic Ear, Magic Wall, Marker, Mood Floor, Mover, Pedestal, Pit, Player, Poison Food, Potion, Power Crystal, Projectile, Ring, Rod, Savebed, Scroll, Shield, Shooting Weapon, Shop Floor, Shop Mat, Sign & Magic Mouth, Skill, Skill Scroll, Special Key, Spell, Spellbook, Spinner, Swamp, Teleporter, Timed Gate, Transport, Trapdoor, Treasure, Trigger Marker, Wand & Staff, Weak Wall, Weapon An <unpaid> item cannot be used unless a player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops.

Definition at line 236 of file define.h.

Referenced by add_one_item(), add_shop_item(), alchemy_object(), animate_weapon(), apply_auto(), apply_manual(), check_altar_sacrifice(), check_item(), check_pick(), convert_item(), count_unpaid(), decay_objects(), drop_object(), examine(), find_throw_ob(), monster_can_pick(), Object_GetUnpaid(), object_matches_string(), Object_SetUnpaid(), pick_up_object(), query_flags(), query_name(), remove_unpaid_objects(), save_object(), save_objects(), sell_item(), shop_inventory_type_apply(), shop_mat_type_move_on(), shop_pay_unpaid(), START_TEST(), use_alchemy(), and write_on_item().

FLAG_USE_ARMOUR   56

(Monster) can wear armour/shield/helmet

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Monster is able to wear protective equipment like breastplate armor, helmets etc.

Definition at line 296 of file define.h.

Referenced by apply_can_apply_object(), become_follower(), check_login(), command_body(), describe_monster(), dump_gods(), fix_object(), give_initial_items(), monster_can_pick(), Object_GetCanUseArmour(), and old_describe_monster().

FLAG_USE_BOW   55

(Monster) can apply and fire bows

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Monster is able to use missile-weapon type objects.

Definition at line 294 of file define.h.

Referenced by apply_can_apply_object(), describe_monster(), monster_can_pick(), monster_check_apply(), new_exp(), Object_GetCanUseBow(), and old_describe_monster().

FLAG_USE_RANGE   54

(Monster) can apply and use range items

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Monster is able to use wands, staves, and rods.

Definition at line 293 of file define.h.

Referenced by apply_can_apply_object(), describe_monster(), monster_can_pick(), new_exp(), Object_GetCanUseWand(), and old_describe_monster().

FLAG_USE_RING   58

(Monster) can use rings, boots, gauntlets, etc

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Monster is able to wear rings.

Definition at line 298 of file define.h.

Referenced by apply_can_apply_object(), describe_monster(), monster_can_pick(), Object_GetCanUseRing(), and old_describe_monster().

FLAG_USE_SCROLL   53

(Monster) can read scroll

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Monster is able to read scrolls.

Definition at line 292 of file define.h.

Referenced by describe_monster(), monster_can_pick(), monster_check_apply(), new_exp(), Object_GetCanUseScroll(), and old_describe_monster().

FLAG_USE_SHIELD   7

Can this creature use a shield?

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Monster is able to wear shields.

Definition at line 237 of file define.h.

Referenced by apply_can_apply_object(), become_follower(), check_login(), give_initial_items(), and monster_can_pick().

FLAG_USE_WEAPON   57

(Monster) can wield weapons

Use

Type(s) Description
Monster & NPC, Monster (Grimreaper) Monster is able to wield weapon type objects.

Definition at line 297 of file define.h.

Referenced by animate_weapon(), apply_can_apply_object(), apply_changes_to_player(), become_follower(), command_body(), describe_monster(), dump_gods(), give_initial_items(), monster_can_pick(), Object_GetCanUseWeapon(), and old_describe_monster().

#define FLAG_WAS_WIZ   4
#define FLAG_WIZ   1
#define FLAG_WIZCAST   51
#define FLAG_WIZPASS   72
FLAG_XRAYS   61

X-ray vision.

Use

Type(s) Description
Amulet, Boots, Bracers, Breastplate Armor, Cloak, Girdle, Gloves, Helmet, Ring, Shield, Weapon Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don't give it away for cheap on equipment.

Definition at line 301 of file define.h.

Referenced by add_abilities(), become_follower(), calc_item_power(), cast_change_ability(), change_abil(), describe_item(), dragon_ability_gain(), dump_gods(), fix_object(), is_magical(), monster_can_see_enemy(), Object_GetHasXRays(), Object_SetHasXRays(), and update_los().

#define NUM_FLAGS   114

Should always be equal to the last defined flag.

If you change this, make sure you update the flag_links in common/loader.l

Definition at line 385 of file define.h.

Referenced by get_ob_diff(), and main().

#define QUERY_FLAG (   xyz,
 
)    query_flag(xyz, p)

Definition at line 225 of file define.h.

Referenced by abort_attack(), action_makes_visible(), add_abilities(), add_object_to_socklist(), add_one_item(), adj_attackroll(), adj_stealchance(), adjust_skill_tool(), alchemy(), alchemy_failure_effect(), alchemy_object(), animate_object(), animate_weapon(), apply_auto(), apply_auto_fix(), apply_builder_floor(), apply_builder_item(), apply_builder_remove(), apply_by_living(), apply_by_living_below(), apply_can_apply_object(), apply_changes_to_player(), apply_check_race_restrictions(), apply_cmd(), apply_container(), apply_manual(), apply_map_builder(), apply_sign(), apply_special(), armour_improver_type_apply(), CREArtifactPanel::artifactChanged(), attack_hth(), attack_melee_weapon(), attack_ob_simple(), attempt_do_alchemy(), attempt_jump(), attempt_steal(), become_follower(), blocked_link(), book_type_apply(), calc_alch_danger(), calc_item_power(), calc_skill_exp(), calculate_difficulty(), can_build_over(), cancellation(), cast_cause_disease(), cast_change_ability(), cast_cone(), cast_consecrate(), cast_destruction(), cast_detection(), cast_dust(), cast_earth_to_dust(), cast_identify(), cast_invisible(), cast_item_curse_or_curse(), cast_polymorph(), cast_smite_spell(), cast_spell(), cast_transfer(), cfapi_object_delete(), cfapi_object_drop(), cfapi_object_get_property(), cfapi_object_insert(), cfapi_object_remove(), cfapi_object_teleport(), change_abil(), change_exp(), change_object(), check_altar_sacrifice(), check_bullet(), check_generators(), check_item(), check_login(), check_pick(), check_probe(), check_spell_knockback(), choose_cult_monster(), clean_friendly_list(), clean_object(), command_afk(), command_body(), command_create(), command_drop(), command_dropall(), command_dump(), command_free(), command_help(), command_insert_into(), command_kick2(), command_kill_pets(), command_lock_item(), command_mon_aggr(), command_quest(), command_quit(), command_remove(), command_reply(), command_take(), command_wizcast(), command_wizpass(), common_pre_ob_move_on(), common_process_projectile(), common_projectile_move_on(), common_trap_type_move_on(), confuse_living(), convert_item(), count_unpaid(), counterspell(), create_one_treasure(), create_player_cmd(), CRECombatSimulator::CRECombatSimulator(), CREFormulaePanel::CREFormulaePanel(), cure_disease(), current_map_info(), deathstrike_living(), decay_objects(), deep_swamp_type_process(), delete_unique_items(), describe_item(), describe_monster(), destroy_object(), detect_curse_on_item(), detect_magic_on_item(), determine_god(), do_auto_apply(), do_execute_event(), do_harvest(), do_learn_spell(), do_mood_floor(), do_skill(), do_skill_attack(), do_skill_detect_curse(), do_symptoms(), do_tell(), do_throw(), do_turn(), do_wizard_dm(), dragon_ability_gain(), draw_ext_info(), drop(), drop_object(), dump_abilities(), dump_gods(), eat_special_food(), empty_container(), enter_exit(), enter_map(), esrv_draw_look(), esrv_move_object(), esrv_update_item(), esrv_update_stats(), examine(), examine_monster(), execute_newserver_command(), execute_word_of_recall(), expand_lighted_sight(), find_arrow(), find_best_apply_object_match(), find_best_player_hth_skill(), find_better_arrow(), find_closest_monster(), find_key(), find_monster_in_room_recursive(), find_player_options(), find_skill_by_name(), find_skill_by_number(), find_target_for_friendly_spell(), find_throw_ob(), find_traps(), fire_arch_from_position(), fire_bolt(), fire_bow(), first_arch_pass(), fix_flesh_item(), fix_generated_item(), fix_object(), fix_stopped_item(), fix_summon_pet(), food_type_apply(), free_all_objects(), free_dialog_information(), free_no_drop(), free_player(), gate_type_process(), generate_monster(), generate_monster_arch(), generate_monster_inv(), get_attack_mode(), get_dialog_message(), get_item_from_body_location(), get_nearest_player(), get_ob_diff(), get_who_escape_code_value(), give_initial_items(), god_examines_priest(), god_removes_curse(), handle_newcs_player(), hide(), hiscore_check(), hit_map(), hit_player(), hit_with_one_attacktype(), identify(), identify_altar_type_move_on(), identify_object_with_skill(), improve_armour(), improve_weapon(), include_map_in_map(), infect_object(), init_mon_info(), init_races(), inventory(), is_magical(), is_road(), is_special_equipment(), is_susceptible_to_disease(), is_true_undead(), key_confirm_quit(), kill_object(), kill_player_permadeath(), knowledge_alchemy_attempt(), lamp_type_apply(), learn_skill(), leave(), list_players(), load_objects(), local_check_loaded_object(), lock_and_hide_doors(), look_at(), loot_object(), magic_wall(), main(), make_item_from_recipe(), make_throw_ob(), makes_invisible_to(), map2_add_ob(), map_find_by_flag(), map_find_dir(), matches_sacrifice(), meditate(), metaserver_update(), monster_apply_below(), monster_can_detect_enemy(), monster_can_hit(), monster_can_pick(), monster_can_see_enemy(), monster_cast_spell(), monster_check_apply(), monster_check_enemy(), monster_check_wakeup(), monster_do_living(), monster_find_enemy(), monster_find_nearest_living_creature(), monster_find_throw_ob(), monster_move(), monster_move_no_enemy(), monster_move_randomly(), monster_npc_call_help(), monster_use_bow(), monster_use_range(), monster_use_scroll(), monster_use_skill(), mood_change(), move_bolt(), move_cone(), move_creator(), move_disease(), move_ob(), move_player(), move_player_attack(), move_player_mover(), move_symptom(), move_teleporter(), new_exp(), nuke_map_region(), object_can_merge(), object_can_pick(), object_check_move_on(), object_clear(), object_copy(), object_decrease_nrof(), object_find_by_flag(), object_find_by_flag_applied(), object_find_by_type_applied(), object_free2(), object_free_all_data(), object_get_owner(), object_get_owner_const(), object_give_identified_properties(), object_increase_nrof(), object_insert_in_map(), object_insert_in_ob(), object_matches_string(), object_new(), object_remove(), object_split(), object_update(), object_update_speed(), object_update_turn_face(), ok_to_put_more(), old_describe_monster(), CREMainWindow::onReportPlayer(), op_on_battleground(), paralyze_living(), parse_dialog_information(), pay_for_amount(), pay_for_item(), peacemaker_type_process(), pets_follow_owner(), pets_get_enemy(), pets_move(), pets_move_golem(), pets_remove_all(), pets_summon_golem(), pets_summon_object(), pets_terminate_all(), pick_arrow_target(), pick_up(), pick_up_object(), place_fountain_with_specials(), play_again(), players_on_map(), poison_living(), poisoning_type_process(), polymorph(), polymorph_item(), polymorph_living(), potion_type_apply(), price_base(), print_monsters(), probe(), CREMapInformationManager::process(), process_events(), process_map(), process_object(), process_players1(), push_ob(), put_object_in_sack(), query_base_name(), query_flags(), query_money(), query_name(), query_short_name(), quest_help(), quest_info(), rangetostring(), recharge(), reflwall(), remove_button_link(), remove_curse(), remove_monsters(), remove_special_prayers(), remove_trap(), remove_unpaid_objects(), ring_desc(), roll_ob(), sack_can_hold(), save_life(), save_object(), save_objects(), save_player(), save_throw_object(), scroll_type_apply(), sell_item(), CREWrapperObject::setObject(), shop_inventory_type_apply(), shop_mat_type_move_on(), shop_pay_unpaid(), shop_price_buy(), shop_price_sell(), singing(), skill_attack(), spell_effect_type_move_on(), spell_find_dir(), spellbook_type_apply(), spring_trap(), stand_near_hostile(), START_TEST(), steal(), stop_using_item(), swap_map(), thrown_item_effect(), time_info(), transmute_item_to_flower(), treasure_type_apply(), trigger_connected(), try_fit(), turn_transport(), unapply_for_ob(), update_los(), update_position(), update_priest_flag(), use_alchemy(), use_oratory(), use_skill(), weapon_improver_type_apply(), worship_forbids_use(), write_on_item(), and write_scroll().

#define SET_FLAG (   xyz,
 
)    set_flag(xyz, p)

Definition at line 223 of file define.h.

Referenced by add_abilities(), add_button_link(), add_object_to_socklist(), add_one_item(), add_shop_item(), alchemy_failure_effect(), animate_object(), animate_weapon(), apply_auto(), apply_builder_floor(), apply_builder_item(), apply_changes_to_player(), apply_container(), apply_map_builder(), apply_special(), artifact_describe(), CREArtifactPanel::artifactChanged(), attempt_steal(), become_follower(), blind_living(), book_type_apply(), cast_bless(), cast_change_ability(), cast_consecrate(), cast_create_missile(), cast_curse(), cast_detection(), cast_item_curse_or_curse(), cfapi_object_set_property(), change_abil(), change_luck(), change_object(), check_login(), command_abil(), command_addexp(), command_afk(), command_create(), command_dropall(), command_lock_item(), command_mon_aggr(), command_patch(), command_possess(), command_wizcast(), command_wizpass(), confuse_living(), convert_item(), create_aura(), create_singularity(), detect_curse_on_item(), detect_magic_on_item(), do_learn_spell(), do_mood_floor(), do_skill(), do_symptoms(), do_turn(), do_wizard_dm(), dragon_ability_gain(), drain_specific_stat(), eat_special_food(), esrv_new_player(), esrv_send_item(), examine_monster(), expand_objects(), fire_misc_object(), first_arch_pass(), fix_flesh_item(), fix_generated_item(), fix_object(), fix_summon_pet(), food_type_apply(), gate_type_process(), get_archetype_struct(), get_jail_exit(), give_initial_items(), hit_player(), identify(), identify_object_with_skill(), init_objects(), key_roll_stat(), kill_player_not_permadeath(), kill_player_permadeath(), learn_skill(), load_objects(), lock_item_cmd(), magic_wall(), make_item_from_recipe(), make_object_glow(), mark_inventory_as_no_drop(), monster_check_apply(), monsterFight(), mood_change(), object_can_merge(), object_clear(), object_copy(), object_free2(), object_give_identified_properties(), object_insert_in_ob(), object_new(), object_remove(), object_set_cheat(), object_set_flag_inv(), paralyze_living(), parse_dialog_information(), pay_for_item(), peacemaker_type_process(), pets_summon_golem(), pets_summon_object(), pick_up_object(), place_fountain_with_specials(), poison_living(), polymorph_living(), potion_type_apply(), put_treasure(), recharge(), save_player(), scare_creature(), sell_item(), set_magic(), set_ring_bonus(), setup(), shop_mat_type_move_on(), shop_pay_unpaid(), singing(), slow_living(), spring_trap(), START_TEST(), swap_random_stats(), update_priest_flag(), and use_oratory().