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Crossfire Server, Trunk
1.75.0
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#include <autoconf.h>
Go to the source code of this file.
Data Structures | |
struct | typedata |
Link an object type with skill needed to identify, and general name. More... | |
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 |
Always run, never attack good for sim. More... | |
#define | AP_APPLY 1 |
Item is to be applied. More... | |
#define | AP_BASIC_FLAGS 15 |
#define | AP_IGNORE_CURSE 32 |
Apply/unapply regardless of cursed/damned status. More... | |
#define | AP_NO_MERGE 16 |
Don't try to merge object after (un)applying it. More... | |
#define | AP_NOPRINT 128 |
Don't print messages - caller will do that may be some that still print. More... | |
#define | AP_NULL 0 |
Nothing specific. More... | |
#define | AP_OPEN 3 |
Item is a container to be fully opened. More... | |
#define | AP_PRINT 64 |
Print what to do, don't actually do it Note this is supported in all the functions. More... | |
#define | AP_UNAPPLY 2 |
Item is to be remvoed. More... | |
#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 |
If the upper four bits of move_type / attack_movement are set to this number, the monster will move in a circle until it is attacked, or the enemy field is set, this is good for non-aggressive monsters and NPC. More... | |
#define | CIRCLE2 48 |
Same as CIRCLE1 but a larger circle is used. More... | |
#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 |
Move toward a player if far, but maintain some space, attack from a distance - good for missile users only. More... | |
#define | DISTHIT 7 |
Attack from a distance if hit as recommended by Frank. More... | |
#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)) |
Decstations have trouble with fabs()... More... | |
#define | FLAG_ACTIVATE_ON_PUSH 105 |
connected object is activated when 'pushed' More... | |
#define | FLAG_ACTIVATE_ON_RELEASE 106 |
connected object is activated when 'released' More... | |
#define | FLAG_AFK 111 |
Player is AFK. More... | |
#define | FLAG_ALIVE 0 |
Object can fight (or be fought) More... | |
#define | FLAG_ANIMATE 11 |
The object looks at archetype for faces. More... | |
#define | FLAG_APPLIED 5 |
Object is ready for use by living. More... | |
#define | FLAG_AUTO_APPLY 18 |
Will be applied when created. More... | |
#define | FLAG_BEEN_APPLIED 80 |
Object was ever applied, for identification purposes. More... | |
#define | FLAG_BERSERK 99 |
monster will attack closest living object More... | |
#define | FLAG_BLESSED 112 |
Item has a blessing, opposite of cursed/damned. More... | |
#define | FLAG_BLIND 92 |
If set, object cannot see (visually) More... | |
#define | FLAG_BLOCKSVIEW 35 |
Object blocks view. More... | |
#define | FLAG_CAN_ROLL 22 |
Object can be rolled. More... | |
#define | FLAG_CAN_USE_SKILL 79 |
The monster can use skills. More... | |
#define | FLAG_CAST_SPELL 52 |
(Monster) can learn and cast spells More... | |
#define | FLAG_CHANGING 31 |
Changes to other_arch when anim is done. More... | |
#define | FLAG_CLIENT_ANIM_RANDOM 10 |
Client animate this, randomized. More... | |
#define | FLAG_CLIENT_ANIM_SYNC 9 |
Let client animate this, synchronized. More... | |
#define | FLAG_CLIENT_SENT 98 |
We use it to detect cases were the server is trying to send an upditem when we have not actually sent the item. More... | |
#define | FLAG_CONFUSED 70 |
Will also be unable to cast spells. More... | |
#define | FLAG_CONTENT_ON_GEN 108 |
#define | FLAG_CURSED 74 |
The object is cursed. More... | |
#define | FLAG_DAMNED 75 |
The object is very cursed. More... | |
#define | FLAG_DIALOG_PARSED 12 |
Was the object::msg field parsed? Temporary flag not saved. More... | |
#define | FLAG_FREED 3 |
Object is in the list of free objects. More... | |
#define | FLAG_FRIENDLY 15 |
Will help players. More... | |
#define | FLAG_GENERATOR 16 |
Will generate type ob->stats.food. More... | |
#define | FLAG_HITBACK 33 |
Object will hit back when hit. More... | |
#define | FLAG_IDENTIFIED 29 |
Item is identifiable (e.g. More... | |
#define | FLAG_INV_LOCKED 86 |
Item will not be dropped from inventory. More... | |
#define | FLAG_IS_A_TEMPLATE 109 |
Object has no ingame life until instantiated. More... | |
#define | FLAG_IS_BUILDABLE 110 |
Can build on item. More... | |
#define | FLAG_IS_CAULDRON 94 |
container can make alchemical stuff More... | |
#define | FLAG_IS_FLOOR 63 |
Can't see what's underneath this object. More... | |
#define | FLAG_IS_HILLY 88 |
Item is hilly/mountain terrain. More... | |
#define | FLAG_IS_LIGHTABLE 43 |
object can be lit More... | |
#define | FLAG_IS_LINKED 73 |
The object is linked with other objects. More... | |
#define | FLAG_IS_THROWN 17 |
Object is designed to be thrown. More... | |
#define | FLAG_IS_TURNABLE 24 |
Object can change face with direction. More... | |
#define | FLAG_IS_USED_UP 28 |
When (–food<0) the object will exit. More... | |
#define | FLAG_IS_WATER 107 |
#define | FLAG_IS_WOODED 87 |
Item is wooded terrain. More... | |
#define | FLAG_KNOWN_BLESSED 113 |
Item is known to be blessed. More... | |
#define | FLAG_KNOWN_CURSED 78 |
The object is known to be cursed. More... | |
#define | FLAG_KNOWN_MAGICAL 77 |
The object is known to be magical. More... | |
#define | FLAG_LIFESAVE 64 |
Saves a players' life once, then destr. More... | |
#define | FLAG_MAKE_INVIS 85 |
(Item) gives invisibility when applied More... | |
#define | FLAG_MONSTER 14 |
Will attack players. More... | |
#define | FLAG_NEUTRAL 100 |
monster is from type neutral More... | |
#define | FLAG_NO_APPLY 62 |
Avoids step_on/fly_on to this object. More... | |
#define | FLAG_NO_ATTACK 101 |
monster don't attack More... | |
#define | FLAG_NO_DAMAGE 102 |
monster can't be damaged More... | |
#define | FLAG_NO_DROP 50 |
Object can't be dropped. More... | |
#define | FLAG_NO_FIX_PLAYER 42 |
fix_object() won't be called More... | |
#define | FLAG_NO_MAGIC 41 |
Spells (some) can't pass this object. More... | |
#define | FLAG_NO_PICK 8 |
Object can't be picked up. More... | |
#define | FLAG_NO_SAVE 13 |
If set (through plugins), the object is not saved on maps. More... | |
#define | FLAG_NO_SKILL_IDENT 91 |
If set, item cannot be identified w/ a skill. More... | |
#define | FLAG_NO_STEAL 96 |
Item can't be stolen. More... | |
#define | FLAG_NO_STRENGTH 65 |
Strength-bonus not added to wc/dam. More... | |
#define | FLAG_OBJ_ORIGINAL 103 |
NEVER SET THIS. More... | |
#define | FLAG_ONE_HIT 97 |
Monster can only hit once before going away (replaces ghosthit) More... | |
#define | FLAG_ONLY_ATTACK 69 |
NPC will evaporate if there is no enemy. More... | |
#define | FLAG_OVERLAY_FLOOR 23 |
Object is an overlay floor. More... | |
#define | FLAG_PARALYZED 114 |
Monster or player is paralyzed. More... | |
#define | FLAG_PLAYER_SOLD 20 |
Object was sold to a shop by a player. More... | |
#define | FLAG_PROBE 25 |
Object displays HP information to player. More... | |
#define | FLAG_RANDOM_MOVE 68 |
NPC will move randomly. More... | |
#define | FLAG_READY_BOW 60 |
not implemented yet More... | |
#define | FLAG_READY_RANGE 59 |
(Monster) has a range attack readied... More... | |
#define | FLAG_READY_SCROLL 81 |
monster has scroll in inv and can use it More... | |
#define | FLAG_READY_SKILL 89 |
(Monster or Player) has a skill readied More... | |
#define | FLAG_READY_WEAPON 90 |
(Monster or Player) has a weapon readied More... | |
#define | FLAG_REFL_MISSILE 39 |
Arrows will reflect from object. More... | |
#define | FLAG_REFL_SPELL 40 |
Spells (some) will reflect from object. More... | |
#define | FLAG_REFLECTING 30 |
Object reflects from walls (lightning) More... | |
#define | FLAG_REMOVED 2 |
Object is not in any map or invenory. More... | |
#define | FLAG_RUN_AWAY 45 |
Object runs away from nearest player \ but can still attack at a distance. More... | |
#define | FLAG_SCARED 37 |
Monster is scared (mb player in future) More... | |
#define | FLAG_SEE_ANYWHERE 76 |
The object will be visible behind walls. More... | |
#define | FLAG_SEE_IN_DARK 93 |
if set ob not effected by darkness More... | |
#define | FLAG_SEE_INVISIBLE 21 |
Will see invisible player. More... | |
#define | FLAG_SLEEP 66 |
NPC is sleeping. More... | |
#define | FLAG_SPLITTING 32 |
Object splits into stats.food other objs. More... | |
#define | FLAG_STAND_STILL 67 |
NPC will not (ever) move. More... | |
#define | FLAG_STARTEQUIP 34 |
Object was given to player at start. More... | |
#define | FLAG_STEALTH 71 |
Will wake monsters with less range. More... | |
#define | FLAG_TEAR_DOWN 44 |
at->faces[hp*animations/maxhp] at hit More... | |
#define | FLAG_TREASURE 19 |
Will generate treasure when applied. More... | |
#define | FLAG_UNAGGRESSIVE 38 |
Monster doesn't attack players. More... | |
#define | FLAG_UNDEAD 36 |
Monster is undead. More... | |
#define | FLAG_UNIQUE 49 |
Item is really unique (UNIQUE_ITEMS) More... | |
#define | FLAG_UNPAID 6 |
Object hasn't been paid for yet. More... | |
#define | FLAG_USE_ARMOUR 56 |
(Monster) can wear armour/shield/helmet More... | |
#define | FLAG_USE_BOW 55 |
(Monster) can apply and fire bows More... | |
#define | FLAG_USE_RANGE 54 |
(Monster) can apply and use range items More... | |
#define | FLAG_USE_RING 58 |
(Monster) can use rings, boots, gauntlets, etc More... | |
#define | FLAG_USE_SCROLL 53 |
(Monster) can read scroll More... | |
#define | FLAG_USE_SHIELD 7 |
Can this creature use a shield? More... | |
#define | FLAG_USE_WEAPON 57 |
(Monster) can wield weapons More... | |
#define | FLAG_WAS_WIZ 4 |
Player was once a wiz. More... | |
#define | FLAG_WIZ 1 |
Object has special privilegies. More... | |
#define | FLAG_WIZCAST 51 |
The wizard can cast spells in no-magic area. More... | |
#define | FLAG_WIZPASS 72 |
The wizard can go through walls. More... | |
#define | FLAG_XRAYS 61 |
X-ray vision. More... | |
#define | FOR_ABOVE_FINISH() |
Finishes FOR_ABOVE_PREPARE(). More... | |
#define | FOR_ABOVE_PREPARE(op_, it_) |
Constructs a loop iterating over all objects above an object. More... | |
#define | FOR_BELOW_FINISH() |
Finishes FOR_BELOW_PREPARE(). More... | |
#define | FOR_BELOW_PREPARE(op_, it_) |
Constructs a loop iterating over all objects below an object. More... | |
#define | FOR_INV_FINISH() |
Finishes FOR_INV_PREPARE(). More... | |
#define | FOR_INV_PREPARE(op_, it_) |
Constructs a loop iterating over the inventory of an object. More... | |
#define | FOR_MAP_FINISH() |
Finishes FOR_MAP_PREPARE(). More... | |
#define | FOR_MAP_PREPARE(map_, mx_, my_, it_) |
Constructs a loop iterating over all objects of a map tile. More... | |
#define | FOR_OB_AND_ABOVE_FINISH() FOR_OB_FINISH() |
Finishes FOR_OB_AND_ABOVE_PREPARE(). More... | |
#define | FOR_OB_AND_ABOVE_PREPARE(op_) FOR_OB_PREPARE(op_, above, __LINE__) |
Constructs a loop iterating over an object and all objects above it in the same pile. More... | |
#define | FOR_OB_AND_BELOW_FINISH() FOR_OB_FINISH() |
Finishes FOR_OB_AND_BELOW_PREPARE(). More... | |
#define | FOR_OB_AND_BELOW_PREPARE(op_) FOR_OB_PREPARE(op_, below, __LINE__) |
Constructs a loop iterating over an object and all objects below it in the same pile. More... | |
#define | FOR_OB_FINISH() |
Finishes FOR_OB_PREPARE(). More... | |
#define | FOR_OB_PREPARE(op_, field_, suffix_) FOR_OB_PREPARE2(op_, field_, suffix_) |
Constructs a loop iterating over a set of objects. More... | |
#define | FOR_OB_PREPARE2(op_, field_, suffix_) |
Constructs a loop iterating over a set of objects. More... | |
#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))) |
This return TRUE if object has still randomitems which could be expanded. More... | |
#define | HI4 240 |
#define | HITRUN 3 |
Run to then hit player then run away cyclicly. More... | |
#define | HUGE_BUF 4096 |
Used for messages - some can be quite long. More... | |
#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 |
bitmasks for upper and lower 4 bits from 8 bit fields More... | |
#define | MAX_ANIMATIONS 256 |
#define | MAX_BUF 256 |
Used for all kinds of things. More... | |
#define | MAX_DARKNESS 5 |
Maximum map darkness, there is no practical reason to exceed this. More... | |
#define | MAX_LIGHT_RADII 4 |
Max radii for 'light' object, really large values allow objects that can slow down the game. More... | |
#define | MAX_NAME 48 |
#define | MAX_WEAPON_ITEM_POWER 100 |
Maximum item power an item can have. More... | |
#define | MIN_ACTIVE_SPEED 0.00001 |
Cut off point of when an object is put on the active list or not. More... | |
#define | MIN_STAT 1 |
The minimum legal value of any stat. More... | |
#define | MOVE_ALL 0x1f |
Mask of all movement types. More... | |
#define | MOVE_BLOCK_DEFAULT MOVE_SWIM |
The normal assumption is that objects are walking/flying. More... | |
#define | MOVE_BOAT 0x10 |
Boats/sailing. More... | |
#define | MOVE_FLY_HIGH 0x4 |
High flying object. More... | |
#define | MOVE_FLY_LOW 0x2 |
Low flying object. More... | |
#define | MOVE_FLYING 0x6 |
Combo of fly_low and fly_high. More... | |
#define | MOVE_SWIM 0x8 |
Swimming object. More... | |
#define | MOVE_WALK 0x1 |
Object walks. More... | |
#define | NAME_MAX 255 |
NAME_MAX used by random maps may not be defined on pure ansi systems. More... | |
#define | NROF_SOUNDS (23+NROFREALSPELLS) /* Number of sounds */ |
#define | NUM_FLAGS 114 |
Should always be equal to the last defined flag. More... | |
#define | OB_MOVE_BLOCK(ob1, ob2) ob_move_block(ob1, ob2) |
#define | OB_TYPE_MOVE_BLOCK(ob1, type) ((type != 0) && (ob1->move_type&type) == ob1->move_type) |
Basic macro to see if if ob1 can not move onto a space based on the 'type' move_block parameter Add check - if type is 0, don't stop anything from moving onto it. More... | |
#define | PACEH 64 |
The monster will pace back and forth until attacked. More... | |
#define | PACEH2 80 |
The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions. More... | |
#define | PACEV 128 |
The monster will pace back and forth until attacked. More... | |
#define | PACEV2 144 |
The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions. More... | |
#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. More... | |
#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 |
The monster will go in a random direction until it is stopped by an obstacle, then it chooses another direction. More... | |
#define | RANDO2 112 |
Constantly move in a different random direction. More... | |
#define | RANDOM() cf_random() |
#define | RUNATT 2 |
Run but attack if player catches up to object. More... | |
#define | RUSH 5 |
Rush toward player blindly, similiar to dumb monster. More... | |
#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 |
Builds an item. More... | |
#define | ST_BD_REMOVE 2 |
Removes an item. More... | |
#define | ST_CHANGE_CLASS 3 |
New character, choosing class. More... | |
#define | ST_CHANGE_PASSWORD_CONFIRM 13 |
Player is confirming new password. More... | |
#define | ST_CHANGE_PASSWORD_NEW 12 |
Player is entering new password. More... | |
#define | ST_CHANGE_PASSWORD_OLD 11 |
Player is entering old password to change password. More... | |
#define | ST_CONFIRM_PASSWORD 8 |
New character, confirm password. More... | |
#define | ST_CONFIRM_QUIT 4 |
Player used the 'quit' command, make sure that's ok. More... | |
#define | ST_GET_NAME 6 |
Player just connected. More... | |
#define | ST_GET_PARTY_PASSWORD 10 |
Player tried to join a password-protected party. More... | |
#define | ST_GET_PASSWORD 7 |
Name entered, now for password. More... | |
#define | ST_MAT_FLOOR 1 |
Floor. More... | |
#define | ST_MAT_ITEM 3 |
Most other items, including doors & such. More... | |
#define | ST_MAT_WALL 2 |
Wall. More... | |
#define | ST_MAT_WINDOW 4 |
Window. More... | |
#define | ST_PLAY_AGAIN 1 |
Player left through a bed of reality, and can login again. More... | |
#define | ST_PLAYING 0 |
Usual state. More... | |
#define | ST_ROLL_STAT 2 |
New character, rolling stats. More... | |
#define | VERY_BIG_BUF 1024 |
#define | WAIT2 8 |
Monster does not try to move towards player if far. More... | |
#define | WAITATT 4 |
Wait for player to approach then hit, move if hit. More... | |
#define | WEAP_BLUD 8 |
bludgeoning, club, stick More... | |
#define | WEAP_CLEAVE 3 |
axe More... | |
#define | WEAP_CRUSH 7 |
big hammers, flails More... | |
#define | WEAP_HIT 0 |
the basic More... | |
#define | WEAP_PIERCE 2 |
arrows, stiletto More... | |
#define | WEAP_SLASH 1 |
slash More... | |
#define | WEAP_SLICE 4 |
katana More... | |
#define | WEAP_STAB 5 |
knife, dagger More... | |
#define | WEAP_WHIP 6 |
whips n chains More... | |
#define | WEAPON_SPEED(xyz) (xyz)->last_sp |
#define | WEIGHT(op) (op->nrof ? op->weight : op->weight+op->carrying) |
Returns the weight of the given object. More... | |
Typedefs | |
typedef unsigned char | MoveType |
Typdef here to define type large enough to hold bitmask of all movement types. More... | |
Enumerations | |
enum | fatal_error { OUT_OF_MEMORY = 0, MAP_ERROR = 1, ARCHTABLE_TOO_SMALL = 2, ARCHETYPE_ISSUE = 3, SEE_LAST_ERROR = 4 } |
Fatal variables; used as arguments to fatal(). More... | |
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_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(), 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(), 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(), 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_BEEN_APPLIED 80 |
#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(), object_give_identified_properties(), price_base(), query_flags(), query_name(), scroll_type_apply(), spellbook_type_apply(), and while().
FLAG_BLIND 92 |
If set, object cannot see (visually)
Type(s) | Description |
---|---|
Drink, Food | If set on a food with a non-null title, consumption will blind the player until the food effect wears off. |
Definition at line 336 of file define.h.
Referenced by add_abilities(), adj_attackroll(), apply_sign(), become_follower(), blind_living(), book_type_apply(), change_abil(), dump_gods(), eat_special_food(), fix_object(), lamp_type_describe(), monster_can_see_enemy(), monster_check_wakeup(), monster_move(), scroll_type_apply(), spellbook_type_apply(), update_los(), while(), and write_on_item().
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(), update_position(), 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(), 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(), 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(), 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(), describe_item(), detect_curse_on_item(), do_single_item(), do_turn(), find_throw_ob(), fix_generated_item(), food_type_apply(), give_initial_items(), god_removes_curse(), lightable_type_apply(), make_item_from_recipe(), object_give_identified_properties(), 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(), detect_curse_on_item(), do_single_item(), do_turn(), enter_exit(), find_throw_ob(), fix_generated_item(), get_jail_exit(), give_initial_items(), god_removes_curse(), lightable_type_apply(), make_item_from_recipe(), object_give_identified_properties(), 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.
#define FLAG_FREED 3 |
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(), 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(), 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(), 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(), singing(), and while().
FLAG_IDENTIFIED 29 |
Item is identifiable (e.g.
not money) and identified. Query using is_identified().
Definition at line 261 of file define.h.
Referenced by add_one_item(), alchemy_failure_effect(), artifact_describe(), book_type_apply(), cast_create_missile(), cast_detection(), cast_item_curse_or_bless(), check_loaded_object(), command_create(), detect_curse_on_item(), detect_magic_on_item(), give_initial_items(), identify(), is_identified(), 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(), and while().
#define FLAG_INV_LOCKED 86 |
#define FLAG_IS_A_TEMPLATE 109 |
FLAG_IS_BUILDABLE 110 |
Can build on item.
Definition at line 367 of file define.h.
Referenced by apply_builder_floor(), apply_map_builder(), can_build_over(), cast_consecrate(), examine(), and while().
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().
FLAG_IS_FLOOR 63 |
Can't see what's underneath this object.
Type(s) | Description |
---|---|
Creator | If <insert below> is set, the creator will create the item below itself instead on top of everything. |
Definition at line 302 of file define.h.
Referenced by apply_builder_floor(), apply_builder_item(), apply_builder_remove(), apply_by_living_below(), cast_consecrate(), cast_detection(), cast_polymorph(), check_spell_knockback(), decay_objects(), deep_swamp_type_process(), delete_unique_items(), esrv_draw_look(), find_insert_pos(), is_road(), load_objects(), look_at(), matcher_name(), monster_apply_below(), move_creator(), move_teleporter(), nuke_map_region(), op_on_battleground(), save_objects(), shopkeeper_move(), update_position(), and while().
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>. |
Drink, Food | If set on a food with a non-null title, consumption will grant the player the same buff as an amulet of lifesaving for the duration of the food effect. If triggered, a single death will be prevented and the force providing it will end early. An item with <save life> should not have any decent additional bonuses! |
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_enhancement(), 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(), attack_ob_simple(), attempt_jump(), calculate_difficulty(), CAN_PROBE(), cast_cause_disease(), cast_detection(), cast_light(), cast_spell(), check_loaded_object(), command_create(), counterspell(), describe_item(), describe_monster(), do_harvest(), do_monster(), 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(), mimic_type_apply(), monster_check_enemy(), monster_do_living(), monster_move_no_enemy(), mood_change(), move_player_attack(), move_teleporter(), ok_to_put_more(), peacemaker_type_process(), pets_move_golem(), pets_summon_golem(), pets_summon_object(), polymorph(), polymorph_living(), print_monsters(), process_map(), process_object(), ready_map_name(), remove_trap(), singing(), spell_find_dir(), stand_near_hostile(), 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(), 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(), shopkeeper_move(), 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. |
Drink, Food | When set on a food with a non-null title, consumption will grant the player projectile reflection for the duration of the food effect. If a player is granted 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_enhancement(), 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! |
Drink, Food | When set on a food with a non-null title, consumption will grant the player spell reflection for the duration of the food effect. If a player is granted 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_enhancement(), 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 |
---|---|
Drink, Food | If set on a food with a non-null title, consumption will grant the player dark vision for the duration of the food effect. |
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_enhancement(), 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(), 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(), 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) |
Drink, Food | When set on a food with a non-null title, consumption will grant the player stealth for the duration of the food effect. 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_enhancement(), 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(), 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(), 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 |
---|---|
Drink, Food | If set on a food with a non-null title, consumption will turn the player undead for the duration of the food effect. |
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(), 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(), shopkeeper_move(), 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_all_unpaid(), 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(), shopkeeper_move(), 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(), 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(), 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(), 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(), 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(), 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(), 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. |
Drink, Food | When set on a food with a non-null title, consumption will grant the player xray vision for the duration of the food effect. 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_enhancement(), 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 | |||
) | ob_move_block(ob1, ob2) |
#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 |
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 ready_map_name().
void cf_srandom | ( | unsigned long | seed | ) |
Definition at line 9 of file cf_random.cpp.
References generator.
|
static |
Definition at line 455 of file define.h.
Referenced by cast_heal(), eat_common(), hit_with_one_attacktype(), kill_player(), kill_player_permadeath(), and save_life().