Crossfire Server, Branches 1.12
R18729
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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
#define CLEAR_FLAG | ( | xyz, | |
p | |||
) | ((xyz)->flags[p/32] &= ~(1U<<(p%32))) |
Definition at line 512 of file define.h.
Referenced by add_abilities(), add_player(), add_shop_item(), alchemy_failure_effect(), animate_object(), animate_weapon(), apply_changes_to_player(), apply_container(), attack_ob_simple(), attempt_steal(), auto_apply(), 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(), check_wakeup(), clear_skill(), command_afk(), command_create(), command_dropall(), command_lock_item(), command_mon_aggr(), command_nowiz(), command_wizcast(), command_wizpass(), convert_item(), copy_object(), do_mood_floor(), do_skill(), do_turn(), drain_wand_charge(), find_enemy(), 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_payment(), get_pet_enemy(), get_player(), give_initial_items(), give_skill_by_name(), god_removes_curse(), hit_player(), identify(), insert_ob_in_map(), insert_ob_in_ob(), key_change_class(), lock_item_cmd(), make_throw_ob(), monster_cast_spell(), monster_do_living(), monster_use_range(), monster_use_scroll(), monster_use_skill(), mood_change(), move_creator(), peacemaker_type_process(), poisoning_type_process(), polymorph_living(), potion_type_apply(), push_ob(), put_object_in_sack(), remove_button_link(), remove_curse(), remove_force(), remove_friendly_object(), remove_ob(), runghosted(), save_life(), save_player(), shop_mat_type_move_on(), START_TEST(), summon_object(), tear_down_wall(), unapply_special(), unflag_inv(), update_priest_flag(), and use_oratory().
#define COMPARE_FLAGS | ( | p, | |
q | |||
) |
#define FLAG_ACTIVATE_ON_PUSH 105 |
connected object is activated when 'pushed'
Definition at line 667 of file define.h.
Referenced by trigger_connected().
#define FLAG_ACTIVATE_ON_RELEASE 106 |
connected object is activated when 'released'
Definition at line 668 of file define.h.
Referenced by trigger_connected().
#define FLAG_AFK 111 |
Player is AFK
Definition at line 673 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)
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 526 of file define.h.
Referenced by action_makes_visible(), add_abilities(), adj_attackroll(), alchemy(), animate_object(), attack_ob_simple(), blocked_link(), calc_skill_exp(), can_pick(), can_see_enemy(), cancellation(), cast_destruction(), cast_spell(), cast_transfer(), change_exp(), change_object(), check_bullet(), check_spell_knockback(), 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(), free_object2(), gate_type_process(), get_pet_enemy(), hit_map(), hit_player(), hit_with_one_attacktype(), insert_ob_in_map(), is_magical(), is_susceptible_to_disease(), magic_wall(), main(), matches_sacrifice(), move_golem(), move_player_attack(), move_player_mover(), npc_call_help(), Object_GetAlive(), pet_move(), pick_arrow_target(), poison_living(), poisoning_type_process(), polymorph(), probe(), reflwall(), remove_monsters(), 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(), update_object(), and update_position().
#define FLAG_ANIMATE 11 |
The object looks at archetype for faces
Definition at line 538 of file define.h.
Referenced by add_abilities(), add_object_to_socklist(), animate_weapon(), apply_changes_to_player(), can_merge(), cast_detection(), drain_wand_charge(), esrv_update_item(), Object_GetAnimated(), Object_SetAnimated(), polymorph(), process_object(), recharge(), and trigger_connected().
FLAG_APPLIED 5 |
Object is ready for use by living
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 531 of file define.h.
Referenced by adj_stealchance(), adjust_skill_tool(), animate_weapon(), apply_container(), apply_special(), attack_hth(), attempt_steal(), become_follower(), blind_living(), blindness_type_process(), can_apply_object(), can_merge(), cast_bless(), cast_change_ability(), cast_create_missile(), cast_curse(), change_abil(), change_luck(), check_good_armour(), check_good_weapon(), command_dropall(), common_pre_ob_move_on(), do_skill(), do_skill_attack(), do_symptoms(), do_turn(), drain_specific_stat(), drop_object(), eat_special_food(), esrv_move_object(), find_arrow(), find_best_apply_object_match(), find_better_arrow(), find_key(), find_mon_throw_ob(), find_skill_by_name(), find_skill_by_number(), find_throw_ob(), fix_object(), get_item_from_body_location(), give_initial_items(), god_enchants_weapon(), god_examines_priest(), hit_with_one_attacktype(), improve_armour(), improve_weapon(), insert_ob_in_map(), insert_ob_in_ob(), inventory(), kill_player(), lamp_type_apply(), make_throw_ob(), manual_apply(), meditate(), monster_check_apply(), Object_GetApplied(), 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(), remove_ob(), sack_can_hold(), save_life(), 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
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 546 of file define.h.
Referenced by auto_apply(), do_auto_apply(), and fix_auto_apply().
#define FLAG_BEEN_APPLIED 80 |
The object has been applied
Definition at line 620 of file define.h.
Referenced by apply_special(), can_merge(), describe_item(), fire_misc_object(), Object_GetBeenApplied(), query_base_name(), query_cost(), and query_short_name().
#define FLAG_BERSERK 99 |
monster will attack closest living object
Definition at line 655 of file define.h.
Referenced by find_enemy(), and mood_change().
#define FLAG_BLESSED 112 |
Item has a blessing, opposite of cursed/damned.
Definition at line 674 of file define.h.
Referenced by cast_item_curse_or_curse(), fix_generated_item(), identify(), query_flags(), query_name(), scroll_type_apply(), and spellbook_type_apply().
#define FLAG_BLIND 92 |
If set, object cannot see (visually)
Definition at line 633 of file define.h.
Referenced by add_abilities(), adj_attackroll(), apply_sign(), become_follower(), blind_living(), book_type_apply(), can_see_enemy(), change_abil(), check_wakeup(), dump_gods(), fix_object(), move_monster(), Object_GetBlind(), Object_SetBlind(), scroll_type_apply(), spellbook_type_apply(), update_los(), and write_on_item().
FLAG_BLOCKSVIEW 35 |
Object blocks view
Definition at line 565 of file define.h.
Referenced by gate_type_process(), kill_object(), magic_wall(), Object_GetBlocksView(), Object_SetBlocksView(), remove_ob(), tear_down_wall(), update_object(), and update_position().
FLAG_CAN_ROLL 22 |
Object can be rolled
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 550 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
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 618 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(), and use_skill().
FLAG_CAST_SPELL 52 |
(Monster) can learn and cast spells
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 587 of file define.h.
Referenced by describe_monster(), monster_can_pick(), monster_cast_spell(), monster_check_apply(), move_monster(), new_exp(), and Object_GetCanCastSpell().
#define FLAG_CHANGING 31 |
Changes to other_arch when anim is done
Definition at line 559 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 537 of file define.h.
Referenced by map2_add_ob(), and update_object().
#define FLAG_CLIENT_ANIM_SYNC 9 |
Let client animate this, synchronized
Definition at line 536 of file define.h.
Referenced by map2_add_ob(), and update_object().
#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 645 of file define.h.
Referenced by add_object_to_socklist(), esrv_new_player(), esrv_send_item(), and esrv_update_item().
#define FLAG_CONFUSED 70 |
Will also be unable to cast spells
Definition at line 608 of file define.h.
Referenced by adj_attackroll(), can_hit(), cast_spell(), confuse_living(), get_pet_enemy(), monster_cast_spell(), monster_use_bow(), monster_use_range(), monster_use_scroll(), monster_use_skill(), move_monster(), move_player(), Object_GetConfused(), Object_SetConfused(), remove_force(), spellbook_type_apply(), and write_scroll().
FLAG_CONTENT_ON_GEN 108 |
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 670 of file define.h.
Referenced by generate_monster(), and local_check_loaded_object().
FLAG_CURSED 74 |
The object is cursed
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 613 of file define.h.
Referenced by add_abilities(), alchemy_failure_effect(), apply_special(), auto_apply(), calc_alch_danger(), cancellation(), cast_detection(), cast_item_curse_or_curse(), check_item(), create_one_treasure(), describe_item(), do_skill_detect_curse(), do_turn(), eat_special_food(), find_throw_ob(), fix_generated_item(), food_type_apply(), give_initial_items(), god_removes_curse(), identify(), item_matched_string(), make_item_from_recipe(), Object_GetCursed(), Object_SetCursed(), potion_type_apply(), query_cost(), query_flags(), query_name(), remove_curse(), scroll_type_apply(), set_magic(), spellbook_type_apply(), and unapply_for_ob().
FLAG_DAMNED 75 |
The object is very cursed
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 614 of file define.h.
Referenced by add_abilities(), apply_special(), auto_apply(), calc_alch_danger(), cancellation(), cast_detection(), check_item(), create_one_treasure(), do_skill_detect_curse(), do_turn(), enter_exit(), find_throw_ob(), fix_generated_item(), get_jail_exit(), give_initial_items(), god_removes_curse(), identify(), item_matched_string(), make_item_from_recipe(), Object_GetDamned(), Object_SetDamned(), potion_type_apply(), query_cost(), query_flags(), query_name(), remove_curse(), scroll_type_apply(), spellbook_type_apply(), unapply_for_ob(), update_object(), and update_position().
#define FLAG_DIALOG_PARSED 12 |
Was the object::msg field parsed? Temporary flag not saved
Definition at line 539 of file define.h.
Referenced by copy_object(), free_dialog_information(), get_dialog_message(), and parse_dialog_information().
#define FLAG_FREED 3 |
Object is in the list of free objects
Definition at line 529 of file define.h.
Referenced by cctk_create_game_object(), cfapi_object_delete(), cfapi_object_insert(), check_enemy(), clean_friendly_list(), command_kick(), copy_object(), do_skill_attack(), expand_objects(), free_all_object_data(), free_object2(), generate_monster_arch(), generate_monster_inv(), get_archetype_struct(), get_attack_mode(), get_nearest_player(), get_object(), get_owner(), hit_map(), hit_player(), init_objects(), insert_ob_in_map(), move_creator(), move_monster(), move_symptom(), process_events(), process_object(), START_TEST(), trigger_connected(), and update_ob_speed().
FLAG_FRIENDLY 15 |
Will help players
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | <friendly> monsters help the player, attacking any non-friendly monsters in range. |
Definition at line 542 of file define.h.
Referenced by add_player(), animate_weapon(), cast_destruction(), check_enemy(), check_login(), clean_friendly_list(), clear_object(), command_mon_aggr(), describe_monster(), do_mood_floor(), find_enemy(), fix_summon_pet(), free_object2(), get_nearest_player(), get_pet_enemy(), hit_player(), kill_object(), monster_cast_spell(), monster_use_bow(), monster_use_range(), monster_use_scroll(), monster_use_skill(), mood_change(), move_monster(), move_player_attack(), Object_GetFriendly(), Object_SetFriendly(), pet_move(), polymorph_living(), process_map(), process_object(), push_ob(), remove_all_pets(), remove_friendly_object(), singing(), stand_near_hostile(), steal(), summon_golem(), summon_object(), and use_oratory().
FLAG_GENERATOR 16 |
Will generate type ob->stats.food
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 544 of file define.h.
Referenced by calculate_difficulty(), check_enemy(), find_nearest_living_creature(), fix_summon_pet(), hit_with_one_attacktype(), local_check_loaded_object(), mood_change(), Object_GetGenerator(), polymorph(), process_object(), and spell_find_dir().
FLAG_HITBACK 33 |
Object will hit back when hit
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 attacktype, 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 563 of file define.h.
Referenced by attack_ob_simple(), describe_monster(), new_exp(), Object_GetHitBack(), Object_SetHitBack(), and singing().
FLAG_IDENTIFIED 29 |
Player knows full info about item
Type(s) | Description |
---|---|
Altar, Altar Trigger, Amulet, Battleground, Book, Boots, Bracers, Breastplate Armor, Button, Button Trigger, Class Changer, Cloak, Clock, Container, Converter, Creator, Detector, Director, Disease, Door, 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, 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 557 of file define.h.
Referenced by alchemy_failure_effect(), artifact_msg(), book_type_apply(), can_merge(), cast_create_missile(), cast_detection(), cast_identify(), cast_item_curse_or_curse(), command_create(), describe_item(), do_skill_detect_curse(), do_skill_detect_magic(), do_skill_ident2(), examine(), give_initial_items(), identify(), identify_altar_type_move_on(), Object_GetIdentified(), Object_SetIdentified(), place_fountain_with_specials(), potion_type_apply(), query_base_name(), query_cost(), query_flags(), query_name(), query_short_name(), ring_desc(), scroll_type_apply(), spellbook_type_apply(), and START_TEST().
#define FLAG_INV_LOCKED 86 |
Item will not be dropped from inventory
Definition at line 626 of file define.h.
Referenced by attempt_steal(), command_drop(), command_dropall(), command_lock_item(), do_turn(), drop(), empty_container(), find_throw_ob(), give_initial_items(), insert_ob_in_map(), item_matched_string(), lock_item_cmd(), query_flags(), and query_name().
#define FLAG_IS_A_TEMPLATE 109 |
Object has no ingame life until instantiated
Definition at line 671 of file define.h.
Referenced by auto_apply(), convert_item(), free_object2(), generate_monster_inv(), local_check_loaded_object(), move_creator(), and process_object().
#define FLAG_IS_BUILDABLE 110 |
Can build on item
Definition at line 672 of file define.h.
Referenced by apply_builder_floor(), apply_map_builder(), can_build_over(), and examine().
FLAG_IS_CAULDRON 94 |
container can make alchemical stuff
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 635 of file define.h.
Referenced by alchemy(), CREFormulaePanel::CREFormulaePanel(), do_skill_detect_curse(), and use_alchemy().
#define FLAG_IS_FLOOR 63 |
Can't see what's underneath this object
Definition at line 599 of file define.h.
Referenced by apply_builder_floor(), apply_builder_item(), apply_builder_remove(), cast_consecrate(), cast_detection(), cast_polymorph(), check_spell_knockback(), command_take(), decay_objects(), deep_swamp_type_process(), delete_unique_items(), esrv_draw_look(), insert_ob_in_map(), is_road(), load_objects(), look_at(), monster_apply_below(), move_teleporter(), nuke_map_region(), Object_GetFloor(), op_on_battleground(), player_apply_below(), save_objects(), and update_position().
FLAG_IS_HILLY 88 |
Item is hilly/mountain terrain
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 629 of file define.h.
Referenced by check_move_on().
#define FLAG_IS_LIGHTABLE 43 |
#define FLAG_IS_LINKED 73 |
The object is linked with other objects
Definition at line 612 of file define.h.
Referenced by add_button_link(), apply_builder_remove(), clean_object(), delete_unique_items(), do_auto_apply(), fix_auto_apply(), include_map_in_map(), matches_sacrifice(), remove_button_link(), and spring_trap().
#define FLAG_IS_THROWN 17 |
Object is designed to be thrown.
Definition at line 545 of file define.h.
Referenced by check_pick(), do_throw(), find_mon_throw_ob(), fix_generated_item(), and Object_GetThrown().
#define FLAG_IS_TURNABLE 24 |
Object can change face with direction
Definition at line 552 of file define.h.
Referenced by animate_bomb(), fire_arch_from_position(), fire_bolt(), fire_bullet(), Object_GetTurnable(), Object_SetTurnable(), and update_turn_face().
#define FLAG_IS_USED_UP 28 |
When (–food<0) the object will exit
Definition at line 556 of file define.h.
Referenced by eat_special_food(), magic_wall(), make_object_glow(), Object_GetUsedUp(), Object_SetUsedUp(), process_object(), and spring_trap().
FLAG_IS_WOODED 87 |
Item is wooded terrain
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 627 of file define.h.
Referenced by check_move_on().
#define FLAG_KNOWN_BLESSED 113 |
Item is known to be blessed.
Definition at line 675 of file define.h.
Referenced by cast_item_curse_or_curse(), identify(), query_flags(), and query_name().
#define FLAG_KNOWN_CURSED 78 |
The object is known to be cursed
Definition at line 617 of file define.h.
Referenced by alchemy_failure_effect(), apply_special(), cancellation(), cast_detection(), cast_item_curse_or_curse(), check_pick(), do_skill_detect_curse(), do_turn(), god_removes_curse(), identify(), item_matched_string(), Object_GetKnownCursed(), Object_SetKnownCursed(), query_flags(), query_name(), and remove_curse().
#define FLAG_KNOWN_MAGICAL 77 |
The object is known to be magical
Definition at line 616 of file define.h.
Referenced by cancellation(), cast_detection(), check_pick(), command_create(), do_skill_detect_magic(), identify(), Object_GetKnownMagical(), Object_SetKnownMagical(), query_flags(), and query_name().
FLAG_LIFESAVE 64 |
Saves a players' life once, then destr.
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. |
Definition at line 602 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(), and save_life().
#define FLAG_MAKE_INVIS 85 |
(Item) gives invisibility when applied
Definition at line 625 of file define.h.
Referenced by action_makes_visible(), add_abilities(), become_follower(), calc_item_power(), cast_detection(), cast_invisible(), change_abil(), dump_gods(), fix_object(), handle_newcs_player(), hide(), Object_GetMakeInvisible(), and Object_SetMakeInvisible().
FLAG_MONSTER 14 |
Will attack players
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 541 of file define.h.
Referenced by animate_weapon(), attack_ob_simple(), attempt_jump(), calculate_difficulty(), cast_cause_disease(), cast_detection(), cast_light(), cast_spell(), check_enemy(), choose_cult_monster(), counterspell(), describe_item(), do_harvest(), do_mood_floor(), dump_abilities(), examine(), find_closest_monster(), find_dir(), find_nearest_living_creature(), find_target_for_friendly_spell(), find_traps(), first_arch_pass(), fix_flesh_item(), fix_generated_item(), fix_summon_pet(), get_pointed_target(), hit_player(), hit_with_one_attacktype(), infect_object(), init_mon_info(), init_races(), kill_object(), local_check_loaded_object(), main(), monster_do_living(), monster_move_no_enemy(), mood_change(), move_golem(), move_player_attack(), Object_GetMonster(), ok_to_put_more(), peacemaker_type_process(), polymorph(), polymorph_living(), print_monsters(), probe(), process_map(), process_object(), put_treasure(), remove_trap(), singing(), spell_find_dir(), stand_near_hostile(), steal(), summon_golem(), summon_object(), update_position(), and use_oratory().
#define FLAG_NEUTRAL 100 |
monster is from type neutral
Definition at line 658 of file define.h.
Referenced by check_enemy(), find_enemy(), give_initial_items(), and push_ob().
#define FLAG_NO_APPLY 62 |
Avoids step_on/fly_on to this object
Definition at line 598 of file define.h.
Referenced by check_move_on(), remove_ob(), and shop_mat_type_move_on().
#define FLAG_NO_ATTACK 101 |
monster don't attack
Definition at line 659 of file define.h.
Referenced by mood_change(), and move_monster().
FLAG_NO_DAMAGE 102 |
monster can't be damaged
Type(s) | Description |
---|---|
Door | If set to non-zero, the door cannot be destroyed by attacking it. |
Magic Wall, Weak 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. |
Definition at line 660 of file define.h.
Referenced by hit_player(), Object_GetNoDamage(), and Object_SetNoDamage().
FLAG_NO_DROP 50 |
Object can't be dropped
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 585 of file define.h.
Referenced by cfapi_object_drop(), command_drop(), drop(), drop_object(), eventListener(), free_no_drop(), free_object2(), loot_object(), mark_inventory_as_no_drop(), pick_up_object(), and polymorph_item().
#define FLAG_NO_FIX_PLAYER 42 |
fix_object() won't be called
Definition at line 573 of file define.h.
Referenced by cast_change_ability(), check_login(), command_dropall(), drop_object(), insert_ob_in_ob(), put_object_in_sack(), remove_ob(), and save_player().
FLAG_NO_MAGIC 41 |
Spells (some) can't pass this object
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 572 of file define.h.
Referenced by new_exp(), update_object(), and update_position().
FLAG_NO_PICK 8 |
Object can't be picked up
Type(s) | Description |
---|---|
Altar, Altar Trigger, Amulet, Battleground, Book, Boots, Bracers, Breastplate Armor, Button, Button Trigger, Class Changer, Cloak, Clock, Container, Creator, Detector, Director, Disease, Door, 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, 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 535 of file define.h.
Referenced by add_object_to_socklist(), alchemy(), alchemy_failure_effect(), apply_builder_item(), can_pick(), check_move_on(), check_spell_knockback(), create_singularity(), deep_swamp_type_process(), esrv_update_item(), examine(), fix_generated_item(), food_type_apply(), gate_type_process(), insert_ob_in_map(), is_special_equipment(), Object_GetPickable(), Object_SetPickable(), op_on_battleground(), place_fountain_with_specials(), polymorph(), save_throw_object(), shop_mat_type_move_on(), and update_position().
#define FLAG_NO_SKILL_IDENT 91 |
If set, item cannot be identified w/ a skill
Definition at line 632 of file define.h.
Referenced by book_type_apply(), do_skill_ident2(), and identify().
#define FLAG_NO_STEAL 96 |
Item can't be stolen
Definition at line 639 of file define.h.
Referenced by attempt_steal(), fix_flesh_item(), insert_ob_in_map(), and singing().
FLAG_NO_STRENGTH 65 |
Strength-bonus not added to wc/dam
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 603 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 661 of file define.h.
Referenced by command_dump(), decay_objects(), insert_ob_in_ob(), load_objects(), put_treasure(), and save_objects().
FLAG_ONE_HIT 97 |
Monster can only hit once before going away (replaces ghosthit)
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | Monsters with <one hit only> disappear after one successful hit to a player. |
Definition at line 640 of file define.h.
Referenced by hit_player().
#define FLAG_ONLY_ATTACK 69 |
NPC will evaporate if there is no enemy
Definition at line 607 of file define.h.
Referenced by monster_move_no_enemy(), move_monster(), Object_GetOnlyAttack(), and Object_SetOnlyAttack().
#define FLAG_OVERLAY_FLOOR 23 |
Object is an overlay floor
Definition at line 551 of file define.h.
Referenced by decay_objects(), deep_swamp_type_process(), insert_ob_in_map(), and load_objects().
#define FLAG_PLAYER_SOLD 20 |
Object was sold to a shop by a player.
Definition at line 548 of file define.h.
Referenced by get_payment(), query_cost(), and sell_item().
#define FLAG_RANDOM_MOVE 68 |
NPC will move randomly
Definition at line 606 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 596 of file define.h.
Referenced by apply_special(), fire_bow(), monster_check_apply(), move_monster(), and unapply_special().
#define FLAG_READY_RANGE 59 |
(Monster) has a range attack readied... 8)
Definition at line 595 of file define.h.
Referenced by apply_special(), monster_check_apply(), monster_use_range(), move_monster(), and unapply_special().
#define FLAG_READY_SCROLL 81 |
monster has scroll in inv and can use it
Definition at line 621 of file define.h.
Referenced by monster_check_apply(), monster_use_scroll(), and move_monster().
#define FLAG_READY_SKILL 89 |
(Monster or Player) has a skill readied
Definition at line 630 of file define.h.
Referenced by apply_special(), clear_skill(), get_player(), monster_check_apply(), monster_use_skill(), move_monster(), and unapply_special().
#define FLAG_READY_WEAPON 90 |
(Monster or Player) has a weapon readied
Definition at line 631 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
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 569 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
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 571 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 558 of file define.h.
Referenced by common_process_projectile(), fire_bolt(), fire_bullet(), and move_bolt().
#define FLAG_REMOVED 2 |
Object is not in any map or invenory
Definition at line 528 of file define.h.
Referenced by abort_attack(), adj_attackroll(), animate_weapon(), apply_cmd(), cast_dust(), cf_object_insert_in_ob(), cfapi_object_delete(), cfapi_object_insert(), cfapi_object_remove(), cfapi_object_teleport(), check_bullet(), check_enemy(), check_login(), clear_object(), command_free(), command_insert_into(), command_kick(), command_kill_pets(), command_remove(), copy_object(), Crossfire_Object_InsertInto(), Crossfire_Object_Remove(), decrease_ob_nr(), destroy_object(), do_server(), enter_map(), esrv_draw_look(), expand_objects(), fix_container_multipart(), fix_stopped_item(), follow_owner(), free_all_objects(), free_no_drop(), free_object2(), free_player(), get_archetype_struct(), get_attack_mode(), get_object(), get_owner(), handle_newcs_player(), hit_map(), increase_ob_nr(), init_objects(), insert_ob_in_map(), insert_ob_in_ob(), lock_and_hide_doors(), move_monster(), move_ob(), pick_up_object(), play_again(), players_on_map(), potion_type_apply(), process_events(), process_players1(), remove_all_pets(), remove_ob(), save_throw_object(), START_TEST(), swap_map(), terminate_all_pets(), and update_los().
FLAG_RUN_AWAY 45 |
Object runs away from nearest player \ but can still attack at a distance
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 576 of file define.h.
Referenced by hit_player(), monster_do_living(), move_monster(), Object_GetRunAway(), Object_SetRunAway(), and peacemaker_type_process().
#define FLAG_SCARED 37 |
Monster is scared (mb player in future)
Definition at line 567 of file define.h.
Referenced by adj_attackroll(), flee_player(), handle_newcs_player(), monster_do_living(), move_monster(), Object_GetScared(), Object_SetScared(), and scare_creature().
#define FLAG_SEE_ANYWHERE 76 |
The object will be visible behind walls
Definition at line 615 of file define.h.
Referenced by process_object().
FLAG_SEE_IN_DARK 93 |
if set ob not effected by darkness
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 634 of file define.h.
Referenced by add_abilities(), become_follower(), calc_item_power(), can_see_enemy(), cast_change_ability(), change_abil(), check_wakeup(), describe_item(), dragon_ability_gain(), dump_gods(), expand_lighted_sight(), fix_object(), move_monster(), Object_GetCanSeeInDark(), and Object_SetCanSeeInDark().
FLAG_SEE_INVISIBLE 21 |
Will see invisible player
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 549 of file define.h.
Referenced by can_see_enemy(), check_wakeup(), describe_monster(), move_monster(), new_exp(), Object_GetCanSeeInvisible(), and Object_SetCanSeeInvisible().
FLAG_SLEEP 66 |
NPC is sleeping
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 weither a monster was asleep or not. |
Definition at line 604 of file define.h.
Referenced by adj_stealchance(), attack_ob_simple(), check_wakeup(), do_mood_floor(), find_enemy(), mood_change(), move_monster(), Object_GetSleeping(), Object_SetSleeping(), push_ob(), and summon_object().
#define FLAG_SPLITTING 32 |
Object splits into stats.food other objs
Definition at line 562 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
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 605 of file define.h.
Referenced by add_abilities(), fix_summon_pet(), monster_move_no_enemy(), move_monster(), new_exp(), Object_GetStandStill(), Object_SetStandStill(), push_ob(), and setup().
FLAG_STARTEQUIP 34 |
Object was given to player at start
Type(s) | Description |
---|---|
Amulet, Book, Boots, Bracers, Breastplate Armor, Cloak, Container, Flesh, Food, Girdle, Gloves, Helmet, Horn, Item Transformer, Key, Potion, Projectile, Ring, Rod, Scroll, Shield, Shooting Weapon, Special Key, Spellbook, Wand & Staff, Weapon | A godgiven item vanishes as soon as the player drops it to the ground. |
Definition at line 564 of file define.h.
Referenced by attempt_steal(), become_follower(), cast_item_curse_or_curse(), check_special_prayers(), cure_disease(), do_learn_spell(), do_throw(), drop_object(), examine(), fix_generated_item(), free_object2(), give_initial_items(), loot_object(), Object_GetGodGiven(), Object_SetGodGiven(), pick_up(), polymorph_item(), put_object_in_sack(), and spellbook_type_apply().
FLAG_STEALTH 71 |
Will wake monsters with less range
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 609 of file define.h.
Referenced by add_abilities(), become_follower(), calc_item_power(), change_abil(), check_wakeup(), describe_item(), describe_monster(), dragon_ability_gain(), dump_gods(), fix_object(), is_magical(), Object_GetStealthy(), Object_SetStealthy(), and ring_desc().
#define FLAG_TEAR_DOWN 44 |
at->faces[hp*animations/maxhp] at hit
Definition at line 575 of file define.h.
Referenced by cast_earth_to_dust(), hit_player(), and magic_wall().
#define FLAG_TREASURE 19 |
FLAG_UNAGGRESSIVE 38 |
Monster doesn't attack players
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | <unaggressive> monsters do not attack players unless attacked first. |
Definition at line 568 of file define.h.
Referenced by adj_attackroll(), adj_stealchance(), attempt_steal(), command_mon_aggr(), describe_monster(), do_mood_floor(), find_enemy(), get_pet_enemy(), hit_player(), init_mon_info(), mood_change(), move_player_attack(), npc_call_help(), Object_GetUnaggressive(), Object_SetUnaggressive(), peacemaker_type_process(), pet_move(), process_map(), push_ob(), singing(), stand_near_hostile(), and use_oratory().
FLAG_UNDEAD 36 |
Monster is undead
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | Several spells only affect undead monsters: turn undead, banish undead, holy word, etc. |
Definition at line 566 of file define.h.
Referenced by become_follower(), cast_cone(), cast_smite_spell(), change_abil(), deathstrike_living(), describe_monster(), dump_gods(), examine_monster(), fix_object(), get_npc(), hit_player(), hit_with_one_attacktype(), is_susceptible_to_disease(), is_true_undead(), makes_invisible_to(), mood_change(), Object_GetUndead(), Object_SetUndead(), singing(), and thrown_item_effect().
FLAG_UNIQUE 49 |
Item is really unique (UNIQUE_ITEMS)
Type(s) | Description |
---|---|
Amulet, Book, Boots, Bracers, Breastplate Armor, 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. |
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 tiles 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 tiles 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 584 of file define.h.
Referenced by apply_builder_floor(), decay_objects(), delete_unique_items(), enter_exit(), execute_event(), kill_player(), load_objects(), loot_object(), Object_GetUnique(), Object_SetUnique(), and save_objects().
FLAG_UNPAID 6 |
Object hasn't been paid for yet
Type(s) | Description |
---|---|
Altar, Altar Trigger, Amulet, Battleground, Book, Boots, Bracers, Breastplate Armor, Button, Button Trigger, Class Changer, Cloak, Clock, Container, Creator, Detector, Director, Disease, Door, 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, 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 532 of file define.h.
Referenced by add_shop_item(), alchemy_object(), animate_weapon(), auto_apply(), check_altar_sacrifice(), check_item(), check_pick(), convert_item(), count_unpaid(), decay_objects(), drop_object(), examine(), find_throw_ob(), get_payment(), item_matched_string(), manual_apply(), monster_can_pick(), Object_GetUnpaid(), Object_SetUnpaid(), pick_up_object(), query_flags(), query_name(), remove_unpaid_objects(), save_objects(), sell_item(), shop_inventory_type_apply(), shop_mat_type_move_on(), START_TEST(), use_alchemy(), and write_on_item().
FLAG_USE_ARMOUR 56 |
(Monster) can wear armour/shield/helmet
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | Monster is able to wear protective equipment like breastplate armor, shields, helmets etc. |
Definition at line 592 of file define.h.
Referenced by become_follower(), can_apply_object(), check_login(), command_body(), describe_monster(), dump_gods(), fix_object(), give_initial_items(), monster_can_pick(), and Object_GetCanUseArmour().
FLAG_USE_BOW 55 |
(Monster) can apply and fire bows
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | Monster is able to use missile-weapon type objects. |
Definition at line 590 of file define.h.
Referenced by can_apply_object(), describe_monster(), monster_can_pick(), monster_check_apply(), new_exp(), and Object_GetCanUseBow().
#define FLAG_USE_HORN 84 |
(Monster) can apply and use horns
Definition at line 624 of file define.h.
Referenced by Object_GetCanUseHorn().
#define FLAG_USE_RANGE 54 |
(Monster) can apply and use range items
Definition at line 589 of file define.h.
Referenced by can_apply_object(), describe_monster(), monster_can_pick(), new_exp(), and Object_GetCanUseWand().
FLAG_USE_RING 58 |
(Monster) can use rings, boots, gauntlets, etc
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | Monster is able to wear rings. |
Definition at line 594 of file define.h.
Referenced by can_apply_object(), describe_monster(), monster_can_pick(), and Object_GetCanUseRing().
FLAG_USE_ROD 82 |
(Monster) can apply and use rods
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | Monster is able to use rods. |
Definition at line 622 of file define.h.
Referenced by Object_GetCanUseRod().
FLAG_USE_SCROLL 53 |
(Monster) can read scroll
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | Monster is able to read scrolls. |
Definition at line 588 of file define.h.
Referenced by describe_monster(), monster_can_pick(), monster_check_apply(), new_exp(), and Object_GetCanUseScroll().
#define FLAG_USE_SHIELD 7 |
Can this creature use a shield?
Definition at line 533 of file define.h.
Referenced by become_follower(), can_apply_object(), check_login(), give_initial_items(), and monster_can_pick().
FLAG_USE_WEAPON 57 |
(Monster) can wield weapons
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | Monster is able to wield weapon type objects. |
Definition at line 593 of file define.h.
Referenced by animate_weapon(), apply_changes_to_player(), become_follower(), can_apply_object(), command_body(), describe_monster(), dump_gods(), give_initial_items(), monster_can_pick(), and Object_GetCanUseWeapon().
#define FLAG_WAS_WIZ 4 |
Player was once a wiz
Definition at line 530 of file define.h.
Referenced by attempt_steal(), cfapi_object_get_property(), check_score(), command_abil(), command_addexp(), command_create(), command_nowiz(), command_patch(), do_wizard_dm(), hit_with_one_attacktype(), key_confirm_quit(), kill_object(), kill_player(), Object_GetWasDM(), pay_for_item(), pick_up_object(), player_apply(), and set_cheat().
#define FLAG_WIZ 1 |
Object has special privilegies
Definition at line 527 of file define.h.
Referenced by animate_one(), apply_sign(), attempt_do_alchemy(), attempt_jump(), attempt_steal(), basic_emote(), blocked_link(), book_type_apply(), can_detect_enemy(), cast_detection(), cast_spell(), change_abil(), check_race_restrictions(), check_spell_knockback(), command_debug(), command_help(), command_nowiz(), command_possess(), command_reply(), current_map_info(), deep_swamp_type_process(), do_symptoms(), do_tell(), do_wizard_dm(), draw_ext_info(), execute_newserver_command(), fix_object(), get_who_escape_code_value(), hit_player(), inventory(), is_susceptible_to_disease(), key_change_class(), key_roll_stat(), kill_object(), leave(), list_players(), look_at(), metaserver_update(), move_disease(), move_player_attack(), Object_GetDM(), pick_up_object(), player_apply(), push_ob(), runghosted(), save_player(), scroll_type_apply(), spellbook_type_apply(), stand_near_hostile(), steal(), time_info(), update_los(), update_position(), and write_on_item().
#define FLAG_WIZCAST 51 |
The wizard can cast spells in no-magic area
Definition at line 586 of file define.h.
Referenced by animate_one(), armour_improver_type_apply(), cast_spell(), command_nowiz(), command_wizcast(), do_wizard_dm(), execute_word_of_recall(), probe(), and weapon_improver_type_apply().
#define FLAG_WIZPASS 72 |
The wizard can go through walls
Definition at line 611 of file define.h.
Referenced by animate_one(), apply_sign(), check_move_on(), command_nowiz(), command_wizpass(), common_pre_ob_move_on(), do_wizard_dm(), move_ob(), move_player_mover(), and move_teleporter().
FLAG_XRAYS 61 |
X-ray vision
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 597 of file define.h.
Referenced by add_abilities(), become_follower(), calc_item_power(), can_see_enemy(), cast_change_ability(), change_abil(), describe_item(), dragon_ability_gain(), dump_gods(), fix_object(), is_magical(), Object_GetHasXRays(), Object_SetHasXRays(), and update_los().
#define NUM_FLAGS 113 |
#define QUERY_FLAG | ( | xyz, | |
p | |||
) | ((xyz)->flags[p/32]&(1U<<(p%32))) |
Definition at line 514 of file define.h.
Referenced by abort_attack(), action_makes_visible(), add_abilities(), add_object_to_socklist(), adj_attackroll(), adj_stealchance(), adjust_skill_tool(), alchemy(), alchemy_failure_effect(), alchemy_object(), animate_bomb(), animate_object(), animate_weapon(), apply_builder_floor(), apply_builder_item(), apply_builder_remove(), apply_changes_to_player(), apply_cmd(), apply_container(), apply_map_builder(), apply_sign(), apply_special(), armour_improver_type_apply(), attack_hth(), attack_melee_weapon(), attack_ob_simple(), attempt_do_alchemy(), attempt_jump(), attempt_steal(), auto_apply(), basic_emote(), become_follower(), blocked_link(), book_type_apply(), calc_alch_danger(), calc_item_power(), calc_skill_exp(), calculate_difficulty(), can_apply_object(), can_build_over(), can_detect_enemy(), can_hit(), can_merge(), can_pick(), can_see_enemy(), cancellation(), cast_cause_disease(), cast_change_ability(), cast_cone(), cast_consecrate(), cast_create_missile(), cast_destruction(), cast_detection(), cast_dust(), cast_earth_to_dust(), cast_identify(), cast_invisible(), cast_item_curse_or_curse(), cast_light(), 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_enemy(), check_good_armour(), check_good_weapon(), check_item(), check_login(), check_move_on(), check_pick(), check_race_restrictions(), check_score(), check_special_prayers(), check_spell_knockback(), check_wakeup(), choose_cult_monster(), clean_friendly_list(), clean_object(), clear_object(), command_afk(), command_body(), command_create(), command_debug(), command_drop(), command_dropall(), command_dump(), command_free(), command_help(), command_insert_into(), command_kick(), command_kill_pets(), command_lock_item(), command_mon_aggr(), 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(), copy_object(), count_unpaid(), counterspell(), create_one_treasure(), CREFormulaePanel::CREFormulaePanel(), cure_disease(), current_map_info(), deathstrike_living(), decay_objects(), decrease_ob_nr(), deep_swamp_type_process(), delete_unique_items(), describe_item(), describe_monster(), destroy_object(), determine_god(), do_auto_apply(), do_harvest(), do_learn_spell(), do_mood_floor(), do_server(), do_skill(), do_skill_attack(), do_skill_detect_curse(), do_skill_detect_magic(), do_skill_ident2(), 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(), examine(), examine_monster(), execute_event(), 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_dir(), find_enemy(), find_key(), find_mon_throw_ob(), find_monster_in_room_recursive(), find_nearest_living_creature(), 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(), fire_bullet(), first_arch_pass(), fix_auto_apply(), fix_flesh_item(), fix_generated_item(), fix_object(), fix_stopped_item(), fix_summon_pet(), follow_owner(), food_type_apply(), free_all_object_data(), free_all_objects(), free_dialog_information(), free_no_drop(), free_object2(), 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_object(), get_owner(), get_payment(), get_pet_enemy(), get_pointed_target(), get_who_escape_code_value(), give_initial_items(), god_enchants_weapon(), god_examines_priest(), god_removes_curse(), handle_newcs_player(), hide(), hit_map(), hit_player(), hit_with_one_attacktype(), identify(), identify_altar_type_move_on(), improve_armour(), improve_weapon(), include_map_in_map(), increase_ob_nr(), infect_object(), init_mon_info(), init_races(), insert_ob_in_map(), insert_ob_in_ob(), inventory(), is_magical(), is_road(), is_special_equipment(), is_susceptible_to_disease(), is_true_undead(), item_matched_string(), key_confirm_quit(), kill_object(), kill_player(), 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(), manual_apply(), map2_add_ob(), matches_sacrifice(), meditate(), metaserver_update(), monster_apply_below(), monster_can_pick(), monster_cast_spell(), monster_check_apply(), monster_do_living(), monster_move_no_enemy(), monster_use_bow(), monster_use_range(), monster_use_scroll(), monster_use_skill(), mood_change(), move_bolt(), move_cone(), move_creator(), move_disease(), move_golem(), move_monster(), move_ob(), move_player(), move_player_attack(), move_player_mover(), move_symptom(), move_teleporter(), new_exp(), npc_call_help(), nuke_map_region(), ok_to_put_more(), op_on_battleground(), parse_dialog_information(), pay_for_amount(), pay_for_item(), peacemaker_type_process(), pet_move(), pick_arrow_target(), pick_up(), pick_up_object(), play_again(), player_apply(), player_apply_below(), players_on_map(), poison_living(), poisoning_type_process(), polymorph(), polymorph_item(), polymorph_living(), potion_type_apply(), print_monsters(), probe(), process_events(), process_map(), process_object(), process_players1(), push_ob(), put_object_in_sack(), put_treasure(), query_base_name(), query_cost(), query_flags(), query_money(), query_name(), query_short_name(), rangetostring(), recharge(), reflwall(), remove_all_pets(), remove_button_link(), remove_curse(), remove_monsters(), remove_ob(), remove_trap(), remove_unpaid_objects(), ring_desc(), roll_ob(), sack_can_hold(), save_life(), save_objects(), save_player(), save_throw_object(), scroll_type_apply(), sell_item(), shop_inventory_type_apply(), shop_mat_type_move_on(), 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(), summon_golem(), summon_object(), swap_map(), terminate_all_pets(), thrown_item_effect(), time_info(), transmute_item_to_flower(), treasure_type_apply(), trigger_connected(), try_fit(), unapply_for_ob(), unapply_special(), update_los(), update_ob_speed(), update_object(), update_position(), update_priest_flag(), update_turn_face(), use_alchemy(), use_oratory(), use_skill(), weapon_improver_type_apply(), worship_forbids_use(), write_on_item(), and write_scroll().
#define SET_FLAG | ( | xyz, | |
p | |||
) | ((xyz)->flags[p/32] |= (1U<<(p%32))) |
Definition at line 510 of file define.h.
Referenced by add_abilities(), add_button_link(), add_object_to_socklist(), add_shop_item(), alchemy_failure_effect(), animate_object(), animate_weapon(), apply_builder_floor(), apply_builder_item(), apply_changes_to_player(), apply_container(), apply_map_builder(), apply_special(), artifact_msg(), attempt_steal(), auto_apply(), become_follower(), blind_living(), book_type_apply(), can_merge(), cast_bless(), cast_change_ability(), cast_create_missile(), cast_curse(), cast_detection(), cast_item_curse_or_curse(), cfapi_object_set_property(), change_abil(), change_luck(), check_login(), clear_object(), 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(), copy_object(), create_singularity(), do_learn_spell(), do_mood_floor(), do_skill(), do_skill_detect_curse(), do_skill_detect_magic(), do_skill_ident2(), do_symptoms(), do_turn(), do_wizard_dm(), dragon_ability_gain(), drain_specific_stat(), eat_special_food(), esrv_new_player(), esrv_send_item(), expand_objects(), fire_misc_object(), first_arch_pass(), fix_flesh_item(), fix_generated_item(), fix_object(), fix_summon_pet(), flag_inv(), food_type_apply(), free_object2(), gate_type_process(), get_archetype_struct(), get_jail_exit(), get_object(), get_payment(), give_initial_items(), hit_player(), identify(), init_objects(), insert_ob_in_ob(), key_roll_stat(), kill_player(), learn_skill(), load_objects(), lock_item_cmd(), magic_wall(), make_item_from_recipe(), make_object_glow(), mark_inventory_as_no_drop(), monster_check_apply(), mood_change(), parse_dialog_information(), pay_for_item(), peacemaker_type_process(), pick_up_object(), place_fountain_with_specials(), poison_living(), polymorph_living(), potion_type_apply(), put_treasure(), recharge(), remove_ob(), save_player(), scare_creature(), sell_item(), set_cheat(), set_magic(), set_ring_bonus(), setup(), shop_mat_type_move_on(), singing(), slow_living(), spring_trap(), START_TEST(), summon_golem(), summon_object(), swap_random_stats(), update_priest_flag(), and use_oratory().