Crossfire Server, Trunk
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#include <autoconf.h>
Go to the source code of this file.
Data Structures | |
struct | typedata |
Macros | |
#define | AC_PLAYER_STAT_LIMIT 1 /** Limit stats to racial maximum */ |
#define | AC_PLAYER_STAT_NO_CHANGE 2 /** Do not make any stat adjustments */ |
#define | ALLRUN 6 |
#define | AP_APPLY 1 |
#define | AP_BASIC_FLAGS 15 |
#define | AP_IGNORE_CURSE 32 |
#define | AP_NO_MERGE 16 |
#define | AP_NOPRINT 128 |
#define | AP_NULL 0 |
#define | AP_OPEN 3 |
#define | AP_PRINT 64 |
#define | AP_UNAPPLY 2 |
#define | ARMOUR_SPEED(xyz) (xyz)->last_sp |
#define | ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour |
#define | BIG_NAME 32 |
#define | BLANK_FACE_NAME "blank.111" |
#define | CAN_APPLY_NEVER 0x1 |
#define | CAN_APPLY_NOT_MASK 0xf |
#define | CAN_APPLY_RESTRICTION 0x2 |
#define | CAN_APPLY_UNAPPLY 0x10 |
#define | CAN_APPLY_UNAPPLY_CHOICE 0x40 |
#define | CAN_APPLY_UNAPPLY_MULT 0x20 |
#define | CIRCLE1 32 |
#define | CIRCLE2 48 |
#define | CLEAR_FLAG(xyz, p) clear_flag(xyz, p) |
#define | DIRX(xyz) freearr_x[(xyz)->direction] |
#define | DIRY(xyz) freearr_y[(xyz)->direction] |
#define | DISTATT 1 |
#define | DISTHIT 7 |
#define | EMPTY_FACE_NAME "empty.111" |
#define | EXIT_ALT_X(xyz) (xyz)->stats.maxhp |
#define | EXIT_ALT_Y(xyz) (xyz)->stats.maxsp |
#define | EXIT_LEVEL(xyz) (xyz)->stats.food |
#define | EXIT_PATH(xyz) (xyz)->slaying |
#define | EXIT_X(xyz) (xyz)->stats.hp |
#define | EXIT_Y(xyz) (xyz)->stats.sp |
#define | FABS(x) ((x) < 0 ? -(x) : (x)) |
#define | FLAG_ACTIVATE_ON_PUSH 105 |
#define | FLAG_ACTIVATE_ON_RELEASE 106 |
#define | FLAG_AFK 111 |
#define | FLAG_ALIVE 0 |
#define | FLAG_ANIMATE 11 |
#define | FLAG_APPLIED 5 |
#define | FLAG_AUTO_APPLY 18 |
#define | FLAG_BEEN_APPLIED 80 |
#define | FLAG_BERSERK 99 |
#define | FLAG_BLESSED 112 |
#define | FLAG_BLIND 92 |
#define | FLAG_BLOCKSVIEW 35 |
#define | FLAG_CAN_ROLL 22 |
#define | FLAG_CAN_USE_SKILL 79 |
#define | FLAG_CAST_SPELL 52 |
#define | FLAG_CHANGING 31 |
#define | FLAG_CLIENT_ANIM_RANDOM 10 |
#define | FLAG_CLIENT_ANIM_SYNC 9 |
#define | FLAG_CLIENT_SENT 98 |
#define | FLAG_CONFUSED 70 |
#define | FLAG_CONTENT_ON_GEN 108 |
#define | FLAG_CURSED 74 |
#define | FLAG_DAMNED 75 |
#define | FLAG_DIALOG_PARSED 12 |
#define | FLAG_FREED 3 |
#define | FLAG_FRIENDLY 15 |
#define | FLAG_GENERATOR 16 |
#define | FLAG_HITBACK 33 |
#define | FLAG_IDENTIFIED 29 |
#define | FLAG_INV_LOCKED 86 |
#define | FLAG_IS_A_TEMPLATE 109 |
#define | FLAG_IS_BUILDABLE 110 |
#define | FLAG_IS_CAULDRON 94 |
#define | FLAG_IS_FLOOR 63 |
#define | FLAG_IS_HILLY 88 |
#define | FLAG_IS_LIGHTABLE 43 |
#define | FLAG_IS_LINKED 73 |
#define | FLAG_IS_THROWN 17 |
#define | FLAG_IS_TURNABLE 24 |
#define | FLAG_IS_USED_UP 28 |
#define | FLAG_IS_WATER 107 |
#define | FLAG_IS_WOODED 87 |
#define | FLAG_KNOWN_BLESSED 113 |
#define | FLAG_KNOWN_CURSED 78 |
#define | FLAG_KNOWN_MAGICAL 77 |
#define | FLAG_LIFESAVE 64 |
#define | FLAG_MAKE_INVIS 85 |
#define | FLAG_MONSTER 14 |
#define | FLAG_NEUTRAL 100 |
#define | FLAG_NO_APPLY 62 |
#define | FLAG_NO_ATTACK 101 |
#define | FLAG_NO_DAMAGE 102 |
#define | FLAG_NO_DROP 50 |
#define | FLAG_NO_FIX_PLAYER 42 |
#define | FLAG_NO_MAGIC 41 |
#define | FLAG_NO_PICK 8 |
#define | FLAG_NO_SAVE 13 |
#define | FLAG_NO_SKILL_IDENT 91 |
#define | FLAG_NO_STEAL 96 |
#define | FLAG_NO_STRENGTH 65 |
#define | FLAG_OBJ_ORIGINAL 103 |
#define | FLAG_ONE_HIT 97 |
#define | FLAG_ONLY_ATTACK 69 |
#define | FLAG_OVERLAY_FLOOR 23 |
#define | FLAG_PARALYZED 114 |
#define | FLAG_PLAYER_SOLD 20 |
#define | FLAG_PROBE 25 |
#define | FLAG_RANDOM_MOVE 68 |
#define | FLAG_READY_BOW 60 |
#define | FLAG_READY_RANGE 59 |
#define | FLAG_READY_SCROLL 81 |
#define | FLAG_READY_SKILL 89 |
#define | FLAG_READY_WEAPON 90 |
#define | FLAG_REFL_MISSILE 39 |
#define | FLAG_REFL_SPELL 40 |
#define | FLAG_REFLECTING 30 |
#define | FLAG_REMOVED 2 |
#define | FLAG_RUN_AWAY 45 |
#define | FLAG_SCARED 37 |
#define | FLAG_SEE_ANYWHERE 76 |
#define | FLAG_SEE_IN_DARK 93 |
#define | FLAG_SEE_INVISIBLE 21 |
#define | FLAG_SLEEP 66 |
#define | FLAG_SPLITTING 32 |
#define | FLAG_STAND_STILL 67 |
#define | FLAG_STARTEQUIP 34 |
#define | FLAG_STEALTH 71 |
#define | FLAG_TEAR_DOWN 44 |
#define | FLAG_TREASURE 19 |
#define | FLAG_UNAGGRESSIVE 38 |
#define | FLAG_UNDEAD 36 |
#define | FLAG_UNIQUE 49 |
#define | FLAG_UNPAID 6 |
#define | FLAG_USE_ARMOUR 56 |
#define | FLAG_USE_BOW 55 |
#define | FLAG_USE_RANGE 54 |
#define | FLAG_USE_RING 58 |
#define | FLAG_USE_SCROLL 53 |
#define | FLAG_USE_SHIELD 7 |
#define | FLAG_USE_WEAPON 57 |
#define | FLAG_WAS_WIZ 4 |
#define | FLAG_WIZ 1 |
#define | FLAG_WIZCAST 51 |
#define | FLAG_WIZPASS 72 |
#define | FLAG_XRAYS 61 |
#define | FOR_ABOVE_FINISH() |
#define | FOR_ABOVE_PREPARE(op_, it_) |
#define | FOR_BELOW_FINISH() |
#define | FOR_BELOW_PREPARE(op_, it_) |
#define | FOR_INV_FINISH() |
#define | FOR_INV_PREPARE(op_, it_) |
#define | FOR_MAP_FINISH() |
#define | FOR_MAP_PREPARE(map_, mx_, my_, it_) |
#define | FOR_OB_AND_ABOVE_FINISH() FOR_OB_FINISH() |
#define | FOR_OB_AND_ABOVE_PREPARE(op_) FOR_OB_PREPARE(op_, above, __LINE__) |
#define | FOR_OB_AND_BELOW_FINISH() FOR_OB_FINISH() |
#define | FOR_OB_AND_BELOW_PREPARE(op_) FOR_OB_PREPARE(op_, below, __LINE__) |
#define | FOR_OB_FINISH() |
#define | FOR_OB_PREPARE(op_, field_, suffix_) FOR_OB_PREPARE2(op_, field_, suffix_) |
#define | FOR_OB_PREPARE2(op_, field_, suffix_) |
#define | GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ |
#define | GENERATE_TYPE(xyz) ((xyz)->stats.sp) |
#define | HAS_RANDOM_ITEMS(op) (op->randomitems && (!QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))) |
#define | HI4 240 |
#define | HITRUN 3 |
#define | HUGE_BUF 4096 |
#define | IS_ARMOR(op) |
#define | IS_ARROW(op) |
#define | IS_LIVE(op) |
#define | IS_SHIELD(op) (op->type == SHIELD) |
#define | IS_WEAPON(op) (op->type == ARROW || op->type == BOW || op->type == WEAPON) |
#define | LO4 15 |
#define | MAX_ANIMATIONS 256 |
#define | MAX_BUF 256 |
#define | MAX_DARKNESS 5 |
#define | MAX_LIGHT_RADII 4 |
#define | MAX_NAME 48 |
#define | MAX_WEAPON_ITEM_POWER 100 |
#define | MIN_ACTIVE_SPEED 0.00001 |
#define | MIN_STAT 1 |
#define | MOVE_ALL 0x1f |
#define | MOVE_BLOCK_DEFAULT MOVE_SWIM |
#define | MOVE_BOAT 0x10 |
#define | MOVE_FLY_HIGH 0x4 |
#define | MOVE_FLY_LOW 0x2 |
#define | MOVE_FLYING 0x6 |
#define | MOVE_SWIM 0x8 |
#define | MOVE_WALK 0x1 |
#define | NAME_MAX 255 |
#define | NROF_SOUNDS (23+NROFREALSPELLS) /* Number of sounds */ |
#define | NUM_FLAGS 114 |
#define | OB_MOVE_BLOCK(ob1, ob2) ((ob1->move_type&ob2->move_block) == ob1->move_type) |
#define | OB_TYPE_MOVE_BLOCK(ob1, type) ((type != 0) && (ob1->move_type&type) == ob1->move_type) |
#define | PACEH 64 |
#define | PACEH2 80 |
#define | PACEV 128 |
#define | PACEV2 144 |
#define | PETMOVE 16 |
#define | PREFER_HIGH 1 |
#define | PREFER_LOW 0 |
#define | PU_ARMOUR 0x00000800 |
#define | PU_ARROW 0x00000100 |
#define | PU_BOOTS 0x00001000 |
#define | PU_BOW 0x00000080 |
#define | PU_CLOAK 0x00004000 |
#define | PU_CONTAINER 0x08000000 |
#define | PU_CURSED 0x10000000 |
#define | PU_DEBUG 0x10000000 |
#define | PU_DRINK 0x00000020 |
#define | PU_FLESH 0x04000000 |
#define | PU_FOOD 0x00000010 |
#define | PU_GLOVES 0x00002000 |
#define | PU_HELMET 0x00000200 |
#define | PU_INHIBIT 0x20000000 |
#define | PU_JEWELS 0x02000000 |
#define | PU_KEY 0x00008000 |
#define | PU_MAGIC_DEVICE 0x00800000 |
#define | PU_MAGICAL 0x00040000 |
#define | PU_MELEEWEAPON 0x00020000 |
#define | PU_MISSILEWEAPON 0x00010000 |
#define | PU_NEWMODE 0x80000000 |
#define | PU_NOT_CURSED 0x01000000 |
#define | PU_NOTHING 0x00000000 |
#define | PU_POTION 0x00080000 |
#define | PU_RATIO 0x0000000F |
#define | PU_READABLES 0x00400000 |
#define | PU_SHIELD 0x00000400 |
#define | PU_SKILLSCROLL 0x00200000 |
#define | PU_SPELLBOOK 0x00100000 |
#define | PU_STOP 0x40000000 |
#define | PU_VALUABLES 0x00000040 |
#define | QUERY_FLAG(xyz, p) query_flag(xyz, p) |
#define | RANDO 96 |
#define | RANDO2 112 |
#define | RANDOM() cf_random() |
#define | RUNATT 2 |
#define | RUSH 5 |
#define | SET_FLAG(xyz, p) set_flag(xyz, p) |
#define | SIZEOFFREE 49 |
#define | SIZEOFFREE1 8 |
#define | SIZEOFFREE2 24 |
#define | SMOOTH_FACE_NAME "default_smoothed.111" |
#define | SRANDOM(seed) cf_srandom(seed) |
#define | ST_BD_BUILD 1 |
#define | ST_BD_REMOVE 2 |
#define | ST_CHANGE_CLASS 3 |
#define | ST_CHANGE_PASSWORD_CONFIRM 13 |
#define | ST_CHANGE_PASSWORD_NEW 12 |
#define | ST_CHANGE_PASSWORD_OLD 11 |
#define | ST_CONFIRM_PASSWORD 8 |
#define | ST_CONFIRM_QUIT 4 |
#define | ST_GET_NAME 6 |
#define | ST_GET_PARTY_PASSWORD 10 |
#define | ST_GET_PASSWORD 7 |
#define | ST_MAT_FLOOR 1 |
#define | ST_MAT_ITEM 3 |
#define | ST_MAT_WALL 2 |
#define | ST_MAT_WINDOW 4 |
#define | ST_PLAY_AGAIN 1 |
#define | ST_PLAYING 0 |
#define | ST_ROLL_STAT 2 |
#define | VERY_BIG_BUF 1024 |
#define | WAIT2 8 |
#define | WAITATT 4 |
#define | WEAP_BLUD 8 |
#define | WEAP_CLEAVE 3 |
#define | WEAP_CRUSH 7 |
#define | WEAP_HIT 0 |
#define | WEAP_PIERCE 2 |
#define | WEAP_SLASH 1 |
#define | WEAP_SLICE 4 |
#define | WEAP_STAB 5 |
#define | WEAP_WHIP 6 |
#define | WEAPON_SPEED(xyz) (xyz)->last_sp |
#define | WEIGHT(op) (op->nrof ? op->weight : op->weight+op->carrying) |
Typedefs | |
typedef unsigned char | MoveType |
Enumerations | |
enum | fatal_error { OUT_OF_MEMORY = 0, MAP_ERROR = 1, ARCHTABLE_TOO_SMALL = 2, ARCHETYPE_ISSUE = 3, SEE_LAST_ERROR = 4 } |
Functions | |
uint32_t | cf_random (void) |
void | cf_srandom (unsigned long seed) |
Variables | |
static const int32_t | MAX_FOOD = 999 |
Core defines: object types, flags, etc.
This file is really too large. With all the .h files around, this file should be better split between them - things that deal with objects should be in objects.h, things dealing with players in player.h, etc. As it is, everything just seems to be dumped in here.
This file is best viewed with a window width of about 100 character.
Definition in file define.h.
#define AC_PLAYER_STAT_LIMIT 1 /** Limit stats to racial maximum */ |
#define AC_PLAYER_STAT_NO_CHANGE 2 /** Do not make any stat adjustments */ |
#define ALLRUN 6 |
#define AP_IGNORE_CURSE 32 |
#define AP_NO_MERGE 16 |
#define AP_NOPRINT 128 |
#define AP_PRINT 64 |
#define CIRCLE1 32 |
#define CIRCLE2 48 |
#define CLEAR_FLAG | ( | xyz, | |
p | |||
) | clear_flag(xyz, p) |
#define DISTATT 1 |
#define DISTHIT 7 |
#define FABS | ( | x | ) | ((x) < 0 ? -(x) : (x)) |
#define FLAG_ACTIVATE_ON_PUSH 105 |
#define FLAG_ACTIVATE_ON_RELEASE 106 |
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 230 of file define.h.
Referenced by action_makes_visible(), add_abilities(), adj_attackroll(), alchemy(), animate_object(), annotate_ob(), attack_ob_simple(), blocked_link(), calc_skill_exp(), CAN_PROBE(), 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(), mimic_type_apply(), monster_can_see_enemy(), monster_npc_call_help(), move_aura(), move_ob(), move_player_attack(), move_player_mover(), object_can_pick(), object_free(), object_insert_in_map(), object_update(), pets_get_enemy(), pets_move(), pets_move_golem(), pick_arrow_target(), poison_living(), poisoning_type_process(), polymorph(), 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_position(), and while().
#define FLAG_ANIMATE 11 |
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 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(), confuse_living(), 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(), lamp_type_describe(), 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_insert_in_map(), object_insert_in_ob(), object_remove(), 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_by(), START_TEST(), stop_using_item(), swap_random_stats(), transmute_item_to_flower(), unapply_for_ob(), unapply_special(), use_alchemy(), and while().
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 250 of file define.h.
Referenced by apply_auto(), apply_auto_fix(), auto_apply_fix_inventory(), create_player_cmd(), do_auto_apply(), and while().
#define FLAG_BERSERK 99 |
FLAG_BLESSED 112 |
Item has a blessing, opposite of cursed/damned.
Type(s) | Description |
---|---|
Treasure | If checked, no bad or cursed items will be generated. |
Definition at line 369 of file define.h.
Referenced by apply_auto(), cast_item_curse_or_bless(), fix_generated_item(), identify(), price_base(), query_flags(), query_name(), scroll_type_apply(), spellbook_type_apply(), and while().
FLAG_BLOCKSVIEW 35 |
Object blocks view
Definition at line 269 of file define.h.
Referenced by gate_type_process(), kill_object(), magic_wall(), object_remove(), object_update(), tear_down_wall(), update_position(), and while().
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 254 of file define.h.
Referenced by alchemy_failure_effect(), gate_type_process(), move_player_attack(), roll_ob(), skill_attack(), and while().
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 321 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(), old_describe_monster(), use_skill(), and while().
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 290 of file define.h.
Referenced by describe_monster(), monster_can_pick(), monster_cast_spell(), monster_check_apply(), monster_move(), new_exp(), old_describe_monster(), and while().
FLAG_CHANGING 31 |
Changes to other_arch when anim is done
Definition at line 263 of file define.h.
Referenced by do_monster(), dump_abilities(), fix_summon_pet(), make_throw_ob(), process_object(), and while().
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(), place_fountain_with_specials(), and while().
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(), object_update(), and while().
#define FLAG_CLIENT_SENT 98 |
#define FLAG_CONFUSED 70 |
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 365 of file define.h.
Referenced by check_generators(), check_loaded_object(), generate_monster(), local_check_loaded_object(), and while().
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 316 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_bless(), check_heal_and_mana(), check_item(), create_one_treasure(), describe_item(), detect_curse_on_item(), do_turn(), find_throw_ob(), fix_generated_item(), food_type_apply(), give_initial_items(), god_removes_curse(), identify(), lightable_type_apply(), make_item_from_recipe(), object_matches_string(), potion_type_apply(), price_base(), query_flags(), query_name(), remove_curse(), save_throw_object(), scroll_type_apply(), set_magic(), spellbook_type_apply(), unapply_for_ob(), and while().
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. |
Exit | If set, the applying player's save bed is set to the exit's destination, preventing a player from returning using Word of Recall or other mechanisms. |
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 317 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(), lightable_type_apply(), make_item_from_recipe(), object_matches_string(), 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(), update_position(), and while().
#define FLAG_DIALOG_PARSED 12 |
Was the object::msg field parsed? Temporary flag not saved
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 246 of file define.h.
Referenced by add_player(), animate_weapon(), annotate_ob(), cast_destruction(), change_object(), check_login(), clean_friendly_list(), command_mon_aggr(), describe_monster(), do_mood_floor(), fix_summon_pet(), get_nearest_player(), hit_player(), kill_object(), monster_cast_spell(), monster_check_enemy(), monster_find_enemy(), monster_move(), monster_use_bow(), monster_use_range(), monster_use_scroll(), monster_use_skill(), mood_change(), move_aura(), move_player_attack(), object_clear(), object_free(), old_describe_monster(), pets_attempt_follow(), pets_get_enemy(), pets_move(), pets_summon_golem(), pets_summon_object(), polymorph_living(), process_map(), process_object(), push_ob(), remove_friendly_object(), singing(), stand_near_hostile(), START_TEST(), steal(), use_oratory(), and while().
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 248 of file define.h.
Referenced by calculate_difficulty(), check_generators(), check_loaded_object(), fix_summon_pet(), hit_with_one_attacktype(), is_enemy(), local_check_loaded_object(), monster_check_enemy(), mood_change(), polymorph(), process_object(), spell_find_dir(), and while().
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 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(), old_describe_monster(), singing(), and while().
FLAG_IDENTIFIED 29 |
Player knows full info about item
Definition at line 261 of file define.h.
Referenced by add_abilities(), add_one_item(), alchemy_failure_effect(), apply_auto(), artifact_describe(), ArtifactPanel::artifactChanged(), book_type_apply(), cast_create_missile(), cast_item_curse_or_bless(), check_loaded_object(), command_create(), detect_curse_on_item(), give_initial_items(), identify(), is_identified(), object_can_merge(), place_fountain_with_specials(), potion_type_apply(), query_base_name(), query_flags(), query_name(), query_short_name(), ring_desc(), scroll_type_apply(), spellbook_type_apply(), START_TEST(), and while().
#define FLAG_INV_LOCKED 86 |
#define FLAG_IS_A_TEMPLATE 109 |
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 338 of file define.h.
Referenced by alchemy(), do_skill_detect_curse(), examine_autoidentify(), use_alchemy(), and while().
#define FLAG_IS_FLOOR 63 |
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 332 of file define.h.
Referenced by object_check_move_on(), and while().
#define FLAG_IS_LINKED 73 |
#define FLAG_IS_TURNABLE 24 |
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(), process_object(), spring_trap(), and while().
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 330 of file define.h.
Referenced by object_check_move_on(), and while().
#define FLAG_KNOWN_BLESSED 113 |
#define FLAG_KNOWN_CURSED 78 |
#define FLAG_KNOWN_MAGICAL 77 |
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. |
Rune, Trap | If set, then the rune will detonate forever if the number of charges is not 0. |
Definition at line 305 of file define.h.
Referenced by add_abilities(), calc_item_power(), change_abil(), describe_item(), eat_special_food(), fix_object(), move_cone(), move_creator(), move_player_mover(), ring_desc(), save_life(), spring_trap(), and while().
#define FLAG_MAKE_INVIS 85 |
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 245 of file define.h.
Referenced by animate_weapon(), apply_auto_fix(), ArchetypesModel::ArchetypesModel(), attack_ob_simple(), attempt_jump(), MonsterResistances::buildGraph(), calculate_difficulty(), CAN_PROBE(), cast_cause_disease(), cast_detection(), cast_light(), cast_spell(), check_loaded_object(), CREMapInformationManager::checkItem(), command_create(), counterspell(), describe_item(), describe_monster(), do_harvest(), do_monster(), do_monster_change(), do_mood_floor(), dump_abilities(), examine(), find_closest_monster(), find_target_for_friendly_spell(), find_traps(), finish_races(), fix_flesh_item(), fix_generated_item(), fix_object(), fix_summon_pet(), generate_monster_arch(), generate_monster_inv(), get_pointed_target(), hit_player(), hit_with_one_attacktype(), infect_object(), is_enemy(), kill_object(), ArchetypeLoader::load(), local_check_loaded_object(), main(), mimic_type_apply(), monster_check_enemy(), monster_do_living(), monster_move_no_enemy(), mood_change(), move_player_attack(), move_teleporter(), ok_to_put_more(), CREMainWindow::onReportPlayer(), peacemaker_type_process(), pets_move_golem(), pets_summon_golem(), pets_summon_object(), polymorph(), polymorph_living(), print_monsters(), process_map(), process_object(), remove_trap(), singing(), spell_find_dir(), stand_near_hostile(), START_TEST(), steal(), update_position(), use_oratory(), and while().
#define FLAG_NO_APPLY 62 |
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 | 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 356 of file define.h.
Referenced by hit_player(), and while().
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 288 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_free(), pick_up_object(), polymorph_item(), and while().
#define FLAG_NO_FIX_PLAYER 42 |
fix_object() won't be called
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 276 of file define.h.
Referenced by new_exp(), object_update(), update_position(), and while().
FLAG_NO_PICK 8 |
Object can't be picked up
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, Player Changer, 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(), do_test(), esrv_update_item(), examine(), find_insert_pos(), fix_generated_item(), food_type_apply(), gate_type_process(), is_special_equipment(), move_teleporter(), object_can_pick(), object_check_move_on(), Object_GetPickable(), Object_SetPickable(), op_on_battleground(), place_fountain_with_specials(), polymorph(), remove_force(), save_throw_object(), shop_mat_type_move_on(), update_position(), and while().
#define FLAG_NO_SAVE 13 |
#define FLAG_NO_SKILL_IDENT 91 |
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 306 of file define.h.
Referenced by fire_bow(), and while().
#define FLAG_OBJ_ORIGINAL 103 |
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 343 of file define.h.
Referenced by hit_player(), and while().
#define FLAG_ONLY_ATTACK 69 |
#define FLAG_PARALYZED 114 |
#define FLAG_PLAYER_SOLD 20 |
#define FLAG_PROBE 25 |
FLAG_RANDOM_MOVE 68 |
NPC will move randomly
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 309 of file define.h.
Referenced by eventListener(), get_npc(), monster_move_no_enemy(), peacemaker_type_process(), and while().
#define FLAG_READY_RANGE 59 |
#define FLAG_READY_SCROLL 81 |
#define FLAG_READY_SKILL 89 |
#define FLAG_READY_WEAPON 90 |
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 273 of file define.h.
Referenced by add_abilities(), become_follower(), calc_item_power(), change_abil(), common_process_projectile(), describe_item(), dump_gods(), eat_special_food(), fix_object(), is_magical(), new_exp(), ring_desc(), set_ring_bonus(), and while().
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 275 of file define.h.
Referenced by add_abilities(), become_follower(), calc_item_power(), cast_smite_spell(), change_abil(), describe_item(), dump_gods(), eat_special_food(), fix_object(), is_magical(), new_exp(), reflwall(), ring_desc(), set_ring_bonus(), and while().
#define FLAG_REFLECTING 30 |
#define FLAG_REMOVED 2 |
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 280 of file define.h.
Referenced by hit_player(), monster_do_living(), monster_move(), and peacemaker_type_process().
#define FLAG_SCARED 37 |
#define FLAG_SEE_ANYWHERE 76 |
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 337 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(), eat_special_food(), expand_lighted_sight(), fix_object(), monster_can_detect_enemy(), monster_can_see_enemy(), monster_check_wakeup(), monster_move(), and while().
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 253 of file define.h.
Referenced by describe_monster(), monster_can_see_enemy(), monster_check_wakeup(), monster_move(), new_exp(), old_describe_monster(), and while().
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 whether a monster was asleep or not. |
Definition at line 307 of file define.h.
Referenced by adj_stealchance(), attack_ob_simple(), do_mood_floor(), monster_check_wakeup(), monster_find_enemy(), monster_move(), mood_change(), pets_summon_object(), push_ob(), and while().
FLAG_SPLITTING 32 |
Object splits into stats.food other objs
Definition at line 266 of file define.h.
Referenced by fix_summon_pet(), hit_player(), new_exp(), singing(), and while().
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 308 of file define.h.
Referenced by add_abilities(), eventListener(), fix_summon_pet(), monster_move(), monster_move_no_enemy(), new_exp(), push_ob(), setup(), and while().
FLAG_STARTEQUIP 34 |
Object was given to player at start
Type(s) | Description |
---|---|
Amulet, Book, Boots, Bracers, Breastplate Armor, Builder, Building material, Cloak, Container, Drink, 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 268 of file define.h.
Referenced by attempt_steal(), become_follower(), cast_item_curse_or_bless(), cure_disease(), do_learn_spell(), do_throw(), drop_object(), examine(), fix_generated_item(), give_initial_items(), knowledge_alchemy_attempt(), loot_object(), object_free(), pick_up(), polymorph_item(), put_object_in_sack(), remove_special_prayers(), send_extra_stats(), spellbook_type_apply(), transmute_item_to_flower(), and while().
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 312 of file define.h.
Referenced by add_abilities(), become_follower(), calc_item_power(), change_abil(), describe_item(), describe_monster(), dragon_ability_gain(), dump_gods(), eat_special_food(), fix_object(), is_magical(), monster_can_detect_enemy(), monster_check_wakeup(), old_describe_monster(), ring_desc(), send_extra_stats(), and while().
#define FLAG_TEAR_DOWN 44 |
#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 272 of file define.h.
Referenced by adj_attackroll(), adj_stealchance(), annotate_ob(), attempt_steal(), change_object(), command_mon_aggr(), describe_monster(), do_monster(), do_mood_floor(), hit_player(), monster_find_enemy(), monster_move_randomly(), monster_npc_call_help(), mood_change(), move_aura(), move_player_attack(), old_describe_monster(), peacemaker_type_process(), pets_get_enemy(), pets_move(), process_map(), push_ob(), singing(), stand_near_hostile(), use_oratory(), and while().
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 270 of file define.h.
Referenced by become_follower(), cast_cone(), cast_smite_spell(), change_abil(), deathstrike_living(), describe_monster(), dump_gods(), eat_special_food(), examine_monster(), fix_object(), get_npc(), hit_player(), hit_with_one_attacktype(), is_susceptible_to_disease(), is_true_undead(), makes_invisible_to(), mood_change(), old_describe_monster(), singing(), thrown_item_effect(), and while().
FLAG_UNIQUE 49 |
Item is really unique (UNIQUE_ITEMS)
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 287 of file define.h.
Referenced by apply_builder_floor(), decay_objects(), delete_unique_items(), do_execute_event(), enter_exit(), get_npc(), kill_player_permadeath(), load_objects(), loot_object(), save_objects(), and while().
FLAG_UNPAID 6 |
Object hasn't been paid for yet
Definition at line 236 of file define.h.
Referenced by add_one_item(), add_shop_item(), alchemy_object(), animate_weapon(), apply_auto(), apply_manual(), apply_map_builder(), check_altar_sacrifice(), check_inv_recursive(), check_item(), check_pick(), converter_type_apply(), decay_objects(), do_item_conversion(), drop_object(), enter_exit(), examine(), find_key(), find_skill_by_name(), find_throw_ob(), monster_can_pick(), object_matches_string(), pick_up_object(), query_flags(), query_name(), remove_unpaid_objects(), save_object_in_sb(), save_objects(), save_throw_object(), sell_item(), shop_inventory_type_apply(), shop_mat_type_move_on(), shop_pay_unpaid_callback(), START_TEST(), unpaid_iter(), use_alchemy(), use_skill(), while(), 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, helmets etc. |
Definition at line 295 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(), old_describe_monster(), and while().
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 293 of file define.h.
Referenced by apply_can_apply_object(), describe_monster(), monster_can_pick(), monster_check_apply(), new_exp(), old_describe_monster(), and while().
FLAG_USE_RANGE 54 |
(Monster) can apply and use range items
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | Monster is able to use wands, staves, and rods. |
Definition at line 292 of file define.h.
Referenced by apply_can_apply_object(), describe_monster(), monster_can_pick(), new_exp(), old_describe_monster(), and while().
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 297 of file define.h.
Referenced by apply_can_apply_object(), describe_monster(), monster_can_pick(), old_describe_monster(), and while().
FLAG_USE_SCROLL 53 |
(Monster) can read scroll
Type(s) | Description |
---|---|
Monster & NPC, Monster (Grimreaper) | Monster is able to read scrolls. |
Definition at line 291 of file define.h.
Referenced by describe_monster(), monster_can_pick(), monster_check_apply(), new_exp(), old_describe_monster(), and while().
FLAG_USE_SHIELD 7 |
Can this creature use a shield?
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(), monster_can_pick(), and while().
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 296 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(), old_describe_monster(), and while().
#define FLAG_WIZCAST 51 |
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 300 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(), eat_special_food(), fix_object(), is_magical(), monster_can_see_enemy(), send_extra_stats(), update_los(), and while().
#define FOR_ABOVE_FINISH | ( | ) |
Finishes FOR_ABOVE_PREPARE().
#define FOR_ABOVE_PREPARE | ( | op_, | |
it_ | |||
) |
Constructs a loop iterating over all objects above an object.
op_ | the object to iterate over |
it_ | a variable name that holds the inventory objects; a new variable will be declared; modifications do not affect the loop |
#define FOR_BELOW_FINISH | ( | ) |
Finishes FOR_BELOW_PREPARE().
#define FOR_BELOW_PREPARE | ( | op_, | |
it_ | |||
) |
Constructs a loop iterating over all objects below an object.
op_ | the object to iterate over |
it_ | a variable name that holds the inventory objects; a new variable will be declared; modifications do not affect the loop |
#define FOR_INV_FINISH | ( | ) |
Finishes FOR_INV_PREPARE().
#define FOR_INV_PREPARE | ( | op_, | |
it_ | |||
) |
Constructs a loop iterating over the inventory of an object. Example:
FOR_INV_PREPARE(op, inv) LOG(llevInfo, "%s\n", inv->name); FOR_INV_FINISH();
or
FOR_INV_PREPARE(op, inv) { LOG(llevInfo, "%s\n", inv->name); } FOR_INV_FINISH();
op_ | the object to iterate over |
it_ | a variable name that holds the inventory objects; a new variable will be declared; modifications do not affect the loop |
#define FOR_MAP_FINISH | ( | ) |
Finishes FOR_MAP_PREPARE().
#define FOR_MAP_PREPARE | ( | map_, | |
mx_, | |||
my_, | |||
it_ | |||
) |
Constructs a loop iterating over all objects of a map tile.
map_ | the map to iterate over |
mx_ | the map's x-coordinate to iterate over |
my_ | the map's y-coordinate to iterate over |
it_ | a variable name that holds the inventory objects; a new variable will be declared; modifications do not affect the loop |
#define FOR_OB_AND_ABOVE_FINISH | ( | ) | FOR_OB_FINISH() |
Finishes FOR_OB_AND_ABOVE_PREPARE().
#define FOR_OB_AND_ABOVE_PREPARE | ( | op_ | ) | FOR_OB_PREPARE(op_, above, __LINE__) |
#define FOR_OB_AND_BELOW_FINISH | ( | ) | FOR_OB_FINISH() |
Finishes FOR_OB_AND_BELOW_PREPARE().
#define FOR_OB_AND_BELOW_PREPARE | ( | op_ | ) | FOR_OB_PREPARE(op_, below, __LINE__) |
#define FOR_OB_FINISH | ( | ) |
#define FOR_OB_PREPARE | ( | op_, | |
field_, | |||
suffix_ | |||
) | FOR_OB_PREPARE2(op_, field_, suffix_) |
Constructs a loop iterating over a set of objects. This function should not be used directly in client code.
op_ | the object start start with |
field_ | the field that holds the "next" pointer within op_ |
suffix_ | a suffix for constructing unique variable names |
#define FOR_OB_PREPARE2 | ( | op_, | |
field_, | |||
suffix_ | |||
) |
Constructs a loop iterating over a set of objects. This function should not be used at all. Use FOR_OB_PREPARE() instead.
op_ | the object start start with |
field_ | the field that holds the "next" pointer within op_ |
suffix_ | a suffix for constructing unique variable names |
#define HAS_RANDOM_ITEMS | ( | op | ) | (op->randomitems && (!QUERY_FLAG(op, FLAG_IS_A_TEMPLATE))) |
#define HITRUN 3 |
#define HUGE_BUF 4096 |
#define IS_ARMOR | ( | op | ) |
#define IS_ARROW | ( | op | ) |
#define IS_LIVE | ( | op | ) |
#define LO4 15 |
#define MAX_DARKNESS 5 |
#define MAX_LIGHT_RADII 4 |
#define MAX_WEAPON_ITEM_POWER 100 |
Maximum item power an item can have. If changed, check object::item_power for overflow issues.
#define MIN_ACTIVE_SPEED 0.00001 |
#define MOVE_BLOCK_DEFAULT MOVE_SWIM |
The normal assumption is that objects are walking/flying. So often we don't want to block movement, but still don't want to allow all types (swimming is rather specialized) - I also expect as more movement types show up, this is likely to get updated. Basically, this is the default for spaces that allow movement - anything but swimming right now. If you really want nothing at all, then can always set move_block to 0
#define NAME_MAX 255 |
#define NROF_SOUNDS (23+NROFREALSPELLS) /* Number of sounds */ |
#define NUM_FLAGS 114 |
#define OB_MOVE_BLOCK | ( | ob1, | |
ob2 | |||
) | ((ob1->move_type&ob2->move_block) == ob1->move_type) |
#define OB_TYPE_MOVE_BLOCK | ( | ob1, | |
type | |||
) | ((type != 0) && (ob1->move_type&type) == ob1->move_type) |
#define PACEH 64 |
#define PACEH2 80 |
#define PACEV 128 |
#define PACEV2 144 |
#define PETMOVE 16 |
If the upper four bits of attack_movement are set to this number, the monster follows a player until the owner calls it back or off player followed denoted by ob->owner the monster will try to attack whatever the player is attacking, and will continue to do so until the calls off the monster - a key command will be inserted to do so.
#define QUERY_FLAG | ( | xyz, | |
p | |||
) | query_flag(xyz, p) |
#define RANDO 96 |
#define RANDO2 112 |
#define RUNATT 2 |
#define RUSH 5 |
#define SRANDOM | ( | seed | ) | cf_srandom(seed) |
#define ST_CHANGE_PASSWORD_CONFIRM 13 |
#define ST_CHANGE_PASSWORD_NEW 12 |
#define ST_CHANGE_PASSWORD_OLD 11 |
#define ST_CONFIRM_PASSWORD 8 |
#define ST_CONFIRM_QUIT 4 |
#define ST_GET_PARTY_PASSWORD 10 |
#define ST_MAT_ITEM 3 |
#define ST_PLAY_AGAIN 1 |
#define WAIT2 8 |
#define WAITATT 4 |
#define WEIGHT | ( | op | ) | (op->nrof ? op->weight : op->weight+op->carrying) |
typedef unsigned char MoveType |
enum fatal_error |
uint32_t cf_random | ( | void | ) |
Definition at line 5 of file cf_random.cpp.
References generator.
Referenced by check_loaded_object(), and test_stand_in_light().
void cf_srandom | ( | unsigned long | seed | ) |
Definition at line 9 of file cf_random.cpp.
References generator.
Referenced by do_magic(), and START_TEST().
|
static |
Definition at line 461 of file define.h.
Referenced by cast_heal(), eat_common(), hit_with_one_attacktype(), kill_player(), kill_player_permadeath(), and save_life().