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380 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
380 | #define FLAG_FREED 3 /* Object is in the list of free objects */ |
381 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
381 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
382 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
382 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
383 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
383 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
384 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
384 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
385 | |
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386 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
385 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
387 | /*#define FLAG_WALK_ON 9*/ |
386 | /*#define FLAG_WALK_ON 9*/ |
388 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
387 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
389 | |
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390 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
388 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
391 | |
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392 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
389 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
393 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
390 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
394 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
391 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
395 | |
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396 | #define FLAG_MONSTER 14 /* Will attack players */ |
392 | #define FLAG_MONSTER 14 /* Will attack players */ |
397 | #define FLAG_FRIENDLY 15 /* Will help players */ |
393 | #define FLAG_FRIENDLY 15 /* Will help players */ |
398 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
394 | #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ |
399 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
395 | #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ |
400 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
396 | #define FLAG_AUTO_APPLY 18 /* Will be applied when created */ |
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402 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
398 | #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ |
403 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
399 | #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ |
404 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
400 | #define FLAG_CAN_ROLL 22 /* Object can be rolled */ |
405 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
401 | #define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ |
406 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
402 | #define FLAG_IS_TURNABLE 24 /* Object can change face with direction */ |
407 | |
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408 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
403 | /*#define FLAG_WALK_OFF 25*//* Object is applied when left */ |
409 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
404 | /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ |
410 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
405 | /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ |
411 | |
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412 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
406 | #define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ |
413 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
407 | #define FLAG_IDENTIFIED 29 /* Player knows full info about item */ |
414 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
408 | #define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ |
415 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
409 | #define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */ |
416 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
410 | #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ |
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420 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
414 | #define FLAG_UNDEAD 36 /* Monster is undead */ |
421 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
415 | #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ |
422 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
416 | #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ |
423 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
417 | #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ |
424 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
418 | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
425 | |
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426 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
419 | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
427 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
420 | //#define FLAG_NO_FIX_PLAYER 42*/ /* fix_player() won't be called */ |
428 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
421 | #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ |
429 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
422 | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
430 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
423 | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
431 | but can still attack at a distance */ |
424 | but can still attack at a distance */ |
432 | |
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433 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
425 | /*#define FLAG_PASS_THRU 46*//* Objects with can_pass_thru can pass \ |
434 | thru this object as if it wasn't there */ |
426 | thru this object as if it wasn't there */ |
435 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
427 | /*#define FLAG_CAN_PASS_THRU 47*//* Can pass thru... */ |
436 | |
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437 | #define FLAG_PICK_UP 48 /* Can pick up */ |
428 | #define FLAG_PICK_UP 48 /* Can pick up */ |
438 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
429 | #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ |
439 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
430 | #define FLAG_NO_DROP 50 /* Object can't be dropped */ |
440 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
431 | #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ |
441 | |
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442 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
432 | #define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ |
443 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
433 | #define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ |
444 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
434 | #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ |
445 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
435 | #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ |
446 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
436 | #define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ |
447 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
437 | #define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ |
448 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
438 | #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ |
449 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
439 | #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ |
450 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
440 | #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ |
451 | |
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452 | #define FLAG_XRAYS 61 /* X-ray vision */ |
441 | #define FLAG_XRAYS 61 /* X-ray vision */ |
453 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
442 | #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ |
454 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
443 | #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ |
455 | |
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456 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
444 | #define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ |
457 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
445 | #define FLAG_NO_STRENGTH 65 /* Strength-bonus not added to wc/dam */ |
458 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
446 | #define FLAG_SLEEP 66 /* NPC is sleeping */ |
459 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
447 | #define FLAG_STAND_STILL 67 /* NPC will not (ever) move */ |
460 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
448 | #define FLAG_RANDOM_MOVE 68 /* NPC will move randomly */ |
461 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
449 | #define FLAG_ONLY_ATTACK 69 /* NPC will evaporate if there is no enemy */ |
462 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
450 | #define FLAG_CONFUSED 70 /* Will also be unable to cast spells */ |
463 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
451 | #define FLAG_STEALTH 71 /* Will wake monsters with less range */ |
464 | |
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465 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
452 | #define FLAG_WIZPASS 72 /* The wizard can go through walls */ |
466 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
453 | #define FLAG_IS_LINKED 73 /* The object is linked with other objects */ |
467 | #define FLAG_CURSED 74 /* The object is cursed */ |
454 | #define FLAG_CURSED 74 /* The object is cursed */ |
468 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
455 | #define FLAG_DAMNED 75 /* The object is _very_ cursed */ |
469 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
456 | #define FLAG_SEE_ANYWHERE 76 /* The object will be visible behind walls */ |
470 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
457 | #define FLAG_KNOWN_MAGICAL 77 /* The object is known to be magical */ |
471 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
458 | #define FLAG_KNOWN_CURSED 78 /* The object is known to be cursed */ |
472 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
459 | #define FLAG_CAN_USE_SKILL 79 /* The monster can use skills */ |
473 | |
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474 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
460 | #define FLAG_BEEN_APPLIED 80 /* The object has been applied */ |
475 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
461 | #define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ |
476 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
462 | #define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ |
477 | |
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478 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
463 | #define FLAG_PRECIOUS 83 // object is precious (pets) |
479 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
464 | #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ |
480 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
465 | #define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ |
481 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
466 | #define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ |
482 | |
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483 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
467 | #define FLAG_IS_WOODED 87 /* Item is wooded terrain */ |
484 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
468 | #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ |
485 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
469 | #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ |
486 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
470 | #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ |
487 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
471 | #define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ |
488 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
472 | #define FLAG_BLIND 92 /* If set, object cannot see (visually) */ |
489 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
473 | #define FLAG_SEE_IN_DARK 93 /* if set ob not effected by darkness */ |
490 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
474 | #define FLAG_IS_CAULDRON 94 /* container can make alchemical stuff */ |
491 | |
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492 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
475 | /*#define FLAG_DUST 95 *//* item is a 'powder', effects throwing */ |
493 | |
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494 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
476 | #define FLAG_NO_STEAL 96 /* Item can't be stolen */ |
495 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
477 | #define FLAG_ONE_HIT 97 /* Monster can only hit once before going |
496 | * away (replaces ghosthit) |
478 | * away (replaces ghosthit) |
497 | */ |
479 | */ |
498 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
480 | #define FLAG_DEBUG 98 // formerly FLAG_CLIENT_SENT, not used except for debugging |
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525 | * change_abil() probably should be updated also. |
507 | * change_abil() probably should be updated also. |
526 | */ |
508 | */ |
527 | #define MOVE_WALK 0x01 /* Object walks */ |
509 | #define MOVE_WALK 0x01 /* Object walks */ |
528 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
510 | #define MOVE_FLY_LOW 0x02 /* Low flying object */ |
529 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
511 | #define MOVE_FLY_HIGH 0x04 /* High flying object */ |
530 | #define MOVE_FLYING 0x06 |
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531 | /* Combo of fly_low and fly_high */ |
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532 | #define MOVE_SWIM 0x08 /* Swimming object */ |
512 | #define MOVE_SWIM 0x08 /* Swimming object */ |
533 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
513 | #define MOVE_BOAT 0x10 /* Boats/sailing */ |
534 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
514 | #define MOVE_SHIP 0x20 /* boats suitable for oceans */ |
535 | |
515 | |
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516 | #define MOVE_FLYING 0x06 /* Combo of fly_low and fly_high */ |
536 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
517 | #define MOVE_ALL 0x3f /* Mask of all movement types */ |
537 | |
518 | |
538 | /* typdef here to define type large enough to hold bitmask of |
519 | /* typdef here to define type large enough to hold bitmask of |
539 | * all movement types. Make one declaration so easy to update. |
520 | * all movement types. Make one declaration so easy to update. |
540 | */ |
521 | */ |