Quest file parsing state. | This is the parsing state when loading a file through QuestLoader::load() |
Treasure lists | |
Assets flags | What to collect when calling assets_collect() |
Attack types | |
Subtypes for ::BUILDER objects. | |
Subtypes for ::MATERIAL objects. | |
Weapon types | |
Pickup modes | Definitions for detailed pickup descriptions. The objective is to define intelligent groups of items that the user can pick up or leave as he likes |
Convenience macros to determine what kind of things we are dealing with. | |
Object flags | Those flags are object-related flags, stored in the obj::flags fields |
Movement types and related macros. | Those flags are all possible movement types |
Monster movements | |
Player state. | Use of the state-variable in player objects |
Flags for apply_special(). | Those flags correspond to the aflags parameter of the apply_special() function |
flags for apply_changes_to_player() | These flags determine what apply_changes_to_player() does for stat adjustment, if anything |
Values returned by apply_can_apply_object(). | Bitmask values for 'apply_can_apply_object()' return values. the CAN_APPLY_ prefix is to just note what function the are returned from |
Event codes. | To not have to check the whole inventory each time, each object has a event_bitmask field which indicates whether the object has a handler or not for this event. The bitmask is updated when an event hook is inserted into another, and cleaned when a hook is removed from an object. In this case is it recomputed the first time it is needed |
Beginnings of linked lists. | |
Misc global variables. | |
For plugin events | GROS: Those are used by plugin events (argument fixthem) |
God description flags, used with describe_god(). | |
Map layers | |
Map loading flags | Options passed to ready_map_name() and load_original_map() |
Save object flags | Flags for save_object() and save_objects(). Can be combined for various effects |
Save map flags | How save_map() should save the map. Can't be combined |
Values for mapstruct->in_memory field. | |
Save error values | Those values are returned by save_map(), save_object() and save_objects() |
Square flags. | These are used in the MapLook flags element. They are not used in in the object flags structure |
Material types. | |
What monsters apply | How monsters should handle some items they have or things on the ground. Those flags correspond to the object::will_apply field |
Object update flags | Used by object_update() to know if the object being passed is being added or removed |
Object free flags | Used by object_free() to specify options |
Object insertion flags. | These are flags passed to object_insert_in_map() and object_insert_in_ob(). Note that all flags may not be meaningful for both functions. Most are fairly explanatory: |
Flags to search players through find_player(). | Those flag control what player should be returned |
Flags - flags passed to add_player() | To control behavior |
Random map layout | |
Random map layout options. | Move these defines out of room_gen_onion.c to here, as other files (like square_spiral) also uses them |
Random map symetry | Symmetry definitions – used in this file AND in treasure::c, the numerical values matter so don't change them |
Type values present in map2 commands. | The different type values that may be present in a map2 command. These are described in the protocol entry in more detail. These values are sent in the bottom 5 bits of their byte, the top 3 are for the length of the data that is sent |
FLOAT_xxx multipliers for changing floats to int. | And vice versa |
CS_STAT_xxx IDs for character statistics. | |
SF_xxx Masks used in conjunction with fire and run states. | These values are used with CS_STAT_FLAGS above to communicate S->C what the server thinks the fireon & runon states are |
CF_xxx Masks used in conjunction with CS_STAT_CHARACTER_FLAGS. | |
ACL_xxx field IDs that support account login. | These values are used for the account login code to denote what field follows. ACL = Account Character Login |
NDI_xxx message color flags and masks. | The following are the color flags passed to new_draw_info() |
F_xxx flags for the item command. | |
FACE_xxx magic map masks. | Used in the new_face structure on the magicmap field. Low bits are color information. For now, only high bit information we need is for the floor |
UPD_xxx UpdSpell constants. | |
Sound types | |
Animation constants. | |
EMI_xxx extended map constants. | Even if the client select the additionnal infos it wants on the map, there may exist cases where this whole info is not given in one bunch but in separate bunches. This is done performance reasons (imagine some info related to a visible object and another info related to a 4 square width and height area). At the begin of an extended info packet is a bit field. A bit is activated for each extended information present in the data |
MSG_TYPE_xxx message types | |
Experience flags | This is used in the exp functions - basically what to do if the player doesn't have the skill he should get exp in |
Spell path | |
Spell/grace points | This is passed to SP_level_spellpoint_cost() to determine what to check. These values are also used in other places when we want to pass into a function if it is a cleric spell or a wizard (mana) spell |
Spell subtypes | This is the subtype for the SPELL type. Start at 1 so that it is easy to see 0 as an uninitialized value. Note that for some spells, subtype pretty accurately describes the entire spell (SP_DETECT_MAGIC). But for other, the subtype may not really say much (eg, SP_BOLT), and it is other fields within the object which really determines its properties. No effort is made to match these new numbers with the old ones, and given there is not a 1:1 mapping, you can't do that anyways |
Potion subtypes. | Subtypes for POTION |
Force subtypes | This is for the FORCE subtypes |
Random spiral map options | |
Special objects in random map | |
Random map holes | |
Treasure options | Some defines for various options which can be set for random map treasures |
Emotes players can use to communicate | |
City bell module | Rings the temple bells in the main cities |
City life module | This module adds random NPCs to town, and makes them enter houses, spawns new ones |
Random house generation module | This module links unused exits to random maps. The random map parameters vary based on the map it is in, but each exit will always use the same random seed to have the same layout and content |