/* * flahs.h * Room, object, player, and monster flags. * ____ _ * | _ \ ___ __ _| |_ __ ___ ___ * | |_) / _ \/ _` | | '_ ` _ \/ __| * | _ < __/ (_| | | | | | | \__ \ * |_| \_\___|\__,_|_|_| |_| |_|___/ * * Permission to use, modify and distribute is granted via the * Creative Commons - Attribution - Non Commercial - Share Alike 3.0 License * http://creativecommons.org/licenses/by-nc-sa/3.0/ * * Copyright (C) 2007-2012 Jason Mitchell, Randi Mitchell * Contributions by Tim Callahan, Jonathan Hseu * Based on Mordor (C) Brooke Paul, Brett J. Vickers, John P. Freeman * */ #ifndef FLAGS_H_ #define FLAGS_H_ // partial owner flags #define PROP_STOR_VIEW_LOG 0 // view log #define PROP_SHOP_VIEW_LOG 0 // view log #define PROP_SHOP_CAN_STOCK 1 // can stock #define PROP_SHOP_CAN_REMOVE 2 // can remove #define PROP_GUILD_PUBLIC 0 // public #define PROP_HOUSE_PRIVATE 0 // private // Room flags #define R_SHOP 0 // Shoppe #define R_DUMP_ROOM 1 // Dump // training 2 #define R_TRAINING_ROOM 3 // Training class bits (2-6) // training 4 // training 5 // training 6 #define R_MOB_JAIL 7 // A jail room a monster takes you to (as opposed to staff) #define R_DARK_ALWAYS 8 // Room is dark always #define R_DARK_AT_NIGHT 9 // Room is dark at night #define R_POST_OFFICE 10 // Post office #define R_SAFE_ROOM 11 // Safe room, no playerkilling #define R_NO_TELEPORT 12 // Cannot teleport to this room #define R_FAST_HEAL 13 // Heal faster in this room #define R_ONE_PERSON_ONLY 14 // 1-player only inside #define R_TWO_PEOPLE_ONLY 15 // 2-players only inside #define R_THREE_PEOPLE_ONLY 16 // 3-players only inside #define R_NO_MAGIC 17 // No magic allowed in room #define R_PERMENANT_TRACKS 18 // Permanent tracks in room #define R_EARTH_BONUS 19 // Earth realm #define R_AIR_BONUS 20 // Wind realm #define R_FIRE_BONUS 21 // Fire realm #define R_WATER_BONUS 22 // Water realm #define R_PLAYER_DEPENDENT_WANDER 23 // Player-dependent monster wanders #define R_PLAYER_HARM 24 // player harming room #define R_POISONS 25 // player poison room #define R_DRAIN_MANA 26 // player mp drain room #define R_STUN 27 // player befuddle room #define R_NO_SUMMON_OUT 28 // player can not be summon out #define R_PLEDGE 29 // player can pledge in room #define R_RESCIND 30 // player can rescind in room #define R_NO_POTION 31 // No potion room #define R_MAGIC_BONUS 32 // Player magic spell extend #define R_NO_LOGIN 33 // No player login #define R_VAMPIRE_COVEN 34 // room is a vampire coven #define R_INDOORS 35 // Indoors #define R_JAIL 36 // Room is a Jail #define R_NO_CAST_TELEPORT 37 // You cannot cast teleport in this room #define R_LOTTERY_OFFICE 38 // You buy lottery tickets here, also set shop flag #define R_DESERT_HARM 39 // Desert room harm flag #define R_STORAGE_ROOM_SALE 40 // Can buy storage rooms here #define R_IS_STORAGE_ROOM 41 // Room is a storage room #define R_NO_CLAIR_ROOM 42 // Cannot clair this room #define R_NO_FLEE 43 // Cannot flee from this room #define R_DEADLY_VINES 44 // Player harm - Vines #define R_CAN_SHOPLIFT 45 // Can shoplift here #define R_FOREST_OR_JUNGLE 46 // Room is in a forest/jungle #define R_ETHEREAL_PLANE 47 // Room is in the ethereal plane #define R_OPPOSITE_REALM_BONUS 48 // The opposite realm of the room is given a bonus #define R_PAWN_SHOP 49 // Pawn Shoppe #define R_ICY_WATER 50 // Ice cold water #define R_NO_TRACK_TO 51 // Cannot track to this room. #define R_DESTROYS_ITEMS 52 // Environment destroys dropped items. #define R_NO_SUMMON_TO 53 // Players cannot be summoned to this room #define R_NO_TRACK_OUT 54 // Player cannot track out of this room #define R_ROOM_REALM_BONUS 55 // Room's realm adds to same realms spell damage #define R_OUTLAW_SAFE 56 // Cannot kill an outlaw in this room #define R_BANK 57 // Room is a bank #define R_MAGIC_MONEY_MACHINE 58 // Magic Money Machine Room - can get balance and money from #define R_CASINO 59 // Room is a casino - lets you gamble #define R_GUILD_OPEN_ACCESS 60 // Guild: Open Access #define R_NO_WORD_OF_RECALL 61 // Word of recall does not work in this room #define R_LOG_INTO_TRAP_ROOM 62 // Players log in to room's trap exit #define R_DIFFICULT_TO_MOVE 63 // Difficult to move in this room #define R_ELEC_BONUS 64 // Electromagnetic room #define R_COLD_BONUS 65 // Cold realm room #define R_DIFFICULT_FLEE 66 // Difficult to flee from here #define R_NO_MIST 67 // Mist cannot enter here #define R_DISPERSE_MIST 68 // Room disperses mist #define R_DECLARE_BOUNTY 69 // can declare a bounty here #define R_BUILD_SHOP 70 // can build a shop here #define R_MAGIC_DARKNESS 71 // Room cloaked in magical darkness #define R_UNDER_WATER_BONUS 72 // Room is underwater #define R_NO_DODGE 73 // No dodge/riposte allowed in room #define R_ARAMON 74 // Aramon faith room #define R_CERIS 75 // Ceris faith room #define R_ENOCH 76 // Enoch faith room #define R_GRADIUS 77 // Gradius faith room #define R_ARES 78 // Ares faith room #define R_KAMIRA 79 // Kamira faith room #define R_JAKAR 80 // Jakar faith room #define R_LINOTHAN 81 // Linothan faith room #define R_MARA 82 // Mara faith room #define R_ARACHNUS 83 // Arachnus faith room #define R_UNDERGROUND 84 // Underground room #define R_BUILD_GUILDHALL 85 // can build a guildhall here #define R_WAS_BUILD_GUILDHALL 86 // used to be able to build a guildhall #define R_ARCHERS 87 // elven archers #define R_DEADLY_MOSS 88 // deadly moss #define R_WAS_BUILD_SHOP 89 // used to be able to build a shop #define R_CONSTRUCTION 90 // This room is under construction #define R_TYPO 91 // A typo was reported in this room #define R_BUILD_HOUSE 92 // can build a house here #define R_WAS_BUILD_HOUSE 93 // used to be able to build a house #define R_WINTER_COLD 94 // room is cold during the winter #define R_NO_PREVIOUS 95 // player does not record this as previous room #define R_SHOP_STORAGE 96 // must be set in storage room for room flag 1 (Shoppe) to work #define R_ALWAYS_WINTER 97 // Treat this room as winter regardless of season #define R_CAN_ALWAYS_MIST 98 // Player may always turn to mist #define R_LIMBO 99 // room is a Limbo room #define R_NO_SPRING_TRAP_ON_ENTER 100 // Do not spring trap when player enters the room #define MAX_ROOM_FLAGS 101 // Incriment when you add a room flag // Player flags // free 0 #define P_HIDDEN 1 // Hidden #define P_HARDCORE 2 // A hardcore character: death is permanent. #define P_NO_BROADCASTS 3 // Don't show broadcasts #define P_NO_LONG_DESCRIPTION 4 // Don't show long description #define P_NO_SHORT_DESCRIPTION 5 // Don't show short description #define P_IGNORE_GOSSIP 6 // ignore gossip channel #define P_IGNORE_CLAN 7 // ignore clan channel #define P_PORTAL 8 // portal #define P_NO_AUTO_ATTACK 9 // no auto attack for players #define P_DM_INVIS 10 // DM Invisibility #define P_SLEEPING 11 // sleeping #define P_MALE 12 // Sex == male #define P_SEXLESS 13 // sexless #define P_WIMPY 14 // Wimpy mode #define P_EAVESDROPPER 15 // Eavesdropping mode #define P_AUTO_INVIS 16 // Automatically turn on DM Invis if idle for over 100 minutes #define P_UNIQUE_TO_DECAY 17 // Player has a unique that must decay #define P_PROMPT 18 // Display status prompt #define P_FRENZY_OLD 19 // Frenzy Flag (For Werewolfs) #define P_MXP_ENABLED 20 // Player wants to use MXP #define P_MXP_ACTIVE 21 // MXP is active! we need to close it #define P_PRAYED_OLD 22 // Prayed #define P_INVERT_AREA_COLOR 23 // Invert area color #define P_PREPARED 24 // Prepared for trap #define P_T_TO_BOUND 25 // *t takes you to bound room #define P_ANSI_COLOR 26 // Ansi Color #define P_SPYING 27 // Spying on someone #define P_CHAOTIC 28 // Chaotic/!Lawful #define P_READING_FILE 29 // Reading a file #define P_NO_TICK_MSG 30 // Ignore mob tick broadcasts #define P_NO_AGGRO_MSG 31 // Ignore mob aggro broadcasts #define P_NO_DEATH_MSG 32 // Ignore mob death broadcasts #define P_CAN_CHOOSE_CUSTOM_TITLE 33 // player can choose custom title #define P_NO_SUMMON 34 // Nosummon flag #define P_IGNORE_ALL 35 // Ignore all send #define P_IGNORE_SMS 36 // Ignore text messages #define P_NO_TRACK_STATS 37 // Do not track statistics #define P_DARKNESS 38 // Player is carrying a darkness item #define P_PLEDGED 39 // Player is pledged #define P_MIRC 40 // Player is using mirc (colors/stuff) #define P_SEE_HOOKS 41 // Whether or not to show this DM successful hooks as they happen #define P_SHOW_SKILL_PROGRESS 42 // Show skill Progress #define P_CANNOT_CHOOSE_CUSTOM_TITLE 43 // player has lost the privelege to choose custom titles #define P_SEE_ALL_HOOKS 44 // Whether or not to show this DM all hooks as they happen #define P_CHARMED 45 // Player is charmed #define P_NO_LOGIN_MESSAGES 46 // No login messages sent #define P_VIEW_ZONES 47 // Player wants to view zones #define P_SECURITY_CHECK_OK 48 // Player has passed security check #define P_AUTHERIZED 49 // No-port that has been authorized #define P_ALIASING 50 // DM is aliasing // free 51 #define P_NEWLINE_AFTER_PROMPT 52 // Print NL after prompt #define P_BERSERKED_OLD 53 // Player is berserked #define P_LOG_WATCH 54 // DM is watching the log channel // free 55 #define P_NO_AUTO_TARGET 56 // Don't Automatically target anything you attack if you don't already have a target // free 56 // UNUSED #define P_IGNORE_CLASS_SEND 57 // Player is ignoring class sends #define P_IGNORE_GROUP_BROADCAST 58 // Player is ignoring group broadcasts #define P_ENCHANT_ONLY 59 // Player resists-hands #define P_JUST_STAT_MOD 60 // Player just used a stat-modifying item #define P_RESIST_STUN 61 // Player resists-stun #define P_SHOW_ALL_PREFS 62 // Show all preferences by default #define P_COMPACT 63 // show compact output #define P_SHOW_TICK 64 // Show ticks #define P_JUST_REFUNDED 65 // No haggling until they leave the room! // free 66 // +PTY // free 67 // free 68 // free 69 #define P_HIDE_FORUM_POSTS 70 // Player does not want to see forum post notifications #define P_FULL_FORUM_POSTS 71 // Player wants to see first few lines of forum posts #define P_OUTLAW 72 // Player is an outlaw #define P_JUST_TRAINED 73 // Player just trained #define P_NO_COMPUTE 74 // DM flag only: don't compute ac #define P_SNEAK_WHILE_MISTED 75 // sneak while misted #define P_FOCUSED 76 // player is focused #define P_STUNNED 77 // player currently stunned // free 78 // unused #define P_NO_AUTO_WEAR 79 // Player won't wear all when they log on // free 80 // free 81 // free 82 #define P_NO_FOLLOW 83 // Player cannot be followed #define P_CAUGHT_SHOPLIFTING 84 // Player was caught shoplifting #define P_LAG_PROTECTION_SET 85 // Lag protection set (auto-hazy / auto-disconnect) #define P_LAG_PROTECTION_OPERATING 86 // Lag detection routines currently in operation #define P_LAG_PROTECTION_ACTIVE 87 // Check for lag protection activated #define P_DM_SILENCED 88 // Player silenced by DM #define P_DM_BLINDED 89 // Player blinded by DM #define P_NO_MSG 90 // DM/CT will not see *msg channel #define P_CAN_AWARD 91 // DM only. Allows CTs to award roleplaying xp if set. #define P_FREE_TRAIN 92 // Player doesn't need cash to level. For ptesting #define P_GOLD_SPLIT 93 // Player has auto gold split turned on. // free 94 #define P_PTESTER 95 // Player is a ptester #define P_NO_SHOW_STATS 96 // HP/MP will not show when followed #define P_NO_CAST_SUMMON 97 // Player cannot cast summon - for summon slaves #define P_NO_GET_ALL 98 // Player cannot get all - for people abusing it. #define P_CAN_OUTLAW 99 // DM only. Allows a CT to use *outlaw command. #define P_OUTLAW_WILL_BE_ATTACKED 100 // Outlaw will be attacked by outlaw aggros #define P_OUTLAW_WILL_LOSE_XP 101 // Outlaw will lose experience when killed #define P_LINKDEAD 102 // Player is linkdead (shouldn't be considered 2x-logging) #define P_UNCONSCIOUS 103 // Player is unconscious // free 104 #define P_BRAINDEAD 105 // Player is brain dead -- For jackasses... // free 106 #define P_CT_CAN_DM_LIST 107 // DM only. Caretaker can use *list command // free 108 // free 109 #define P_CT_CAN_DM_BROAD 110 // DM only. Caretaker can use *broad #define P_SHOW_XP_IN_PROMPT 111 // XP shows in player prompt #define P_UNREAD_MAIL 112 // Player has unread mudmail #define P_NO_SHOW_MAIL 113 // Player will not see new mail notification #define P_POISONED_BY_PLAYER 114 // Poisoned by player #define P_POISONED_BY_MONSTER 115 // Poisoned by monster #define P_NO_LAG_HAZY 116 // Hazy looked for 2nd in lag protection #define P_NO_EXTRA_COLOR 117 // Extra color options #define P_NO_PKILL_PERCENT 118 // Pkill percent not shown #define P_NO_AUCTIONS 119 // Will not see auction broadcasts #define P_KILLS_LOGGED 120 // All player's kills logged #define P_SUPER_EAVESDROPPER 121 // Super eavesdrop mode #define P_CAN_FLASH_SELF 122 // Player is allowed to flash self #define P_SAVING_THROWSPELL_LEARN 123 // Saving throw values defined. DO NOT UNSET THIS FLAG! // free 124 #define P_IGNORE_RACE_SEND 125 // Player ignoring race broadsend #define P_AFK 126 // Player is away from keyboard (afk) // free 127 #define P_GLOBAL_GAG 128 // Player globally gagged #define P_DONT_SHOW_SHOP_PROFITS 129 // Don't show profits // free 130 // free 131 #define P_NO_TELLS 132 // Player ignores send/tell messages #define P_LANG_ALIEN 133 // Player speaks alien language (unknown) #define P_LANG_DWARVEN 134 // Player speaks dwarven #define P_LANG_ELVEN 135 // Player speaks elven #define P_LANG_HALFLING 136 // Player speaks halfling #define P_LANG_COMMON 137 // Player speaks common #define P_LANG_ORCISH 138 // Player speaks orcish #define P_LANG_GIANTKIN 139 // Player speaks giantkin #define P_LANG_GNOMISH 140 // Player speaks gnomish #define P_LANG_TROLLISH 141 // Player speaks language of trolls #define P_LANG_OGRISH 142 // Player speaks ogrish #define P_LANG_DARK_ELVEN 143 // Player speaks dark elven #define P_LANG_GOBLINOID 144 // Player speaks goblinoid #define P_LANG_MINOTAUR 145 // Player speaks language of minotaurs #define P_LANG_CELESTIAL 146 // Player speaks celestial (seraph) #define P_LANG_KOBOLD 147 // Player speaks kobold #define P_LANG_INFERNAL 148 // Player speaks infernal (cambion) #define P_LANG_BARBARIAN 149 // Player speaks barbarian #define P_LANG_KATARAN 150 // Player speaks kataran // free 151 // free 152 // free 153 #define P_LANGUAGE_COLORS 154 // Player sees language colors #define P_LANGUAGE_INITIALIZED 155 // Player language been initialized // free 156 #define P_ON_PROXY 157 // Player is allowed to multi-log #define P_SECRET_WATCHER 158 // Player does not show up as a watcher #define P_GROUP_EXP_ABUSE 159 // No group exp due to abuse #define P_WATCHER 160 // Player is a watcher #define P_CAN_MUDMAIL_STAFF 161 // Player can mudmail CTs and DMs #define P_NO_DUEL_MESSAGES 162 // Player will not see duel death messages #define P_BUGGED 163 // Player is bugged for observation #define P_DIED_IN_DUEL 164 // Player just died in a duel - DO NOT SET #define P_MISTBANE 165 // Player (ranger) can hit mist (mistbane) #define P_XP_DIVIDE 166 // Player has xp split turned on #define P_NO_PKILL 167 // Player cannot be pkilled right now #define P_PERM_DEATH 168 // Player sees perm deaths // free 169 // free 170 #define P_IGNORE_NEWBIE_SEND 171 // Player ignoring newbie channel // free 172 // free 173 // free 174 #define P_SITTING 175 // Player is sitting down resting #define P_NO_WTS 176 // Cannot use *wts command #define P_CREATING_GUILD 177 // Player is currently attempting to create a new guild // free 178 // free 179 #define P_FREE_ACTION 180 // Player under free-action spell #define P_NO_FLUSHCRTOBJ 181 // Builder doesn't have to *flushcrtobj #define P_NO_NUMBERS 182 // No Mob Numbers #define P_CAN_REBOOT 183 // Can use *reboot command #define P_CAN_CHANGE_STATS 184 // Can change stats #define P_JAILED 185 // Jailed by *jail command. DO NOT SET // free 186 #define P_KILL_AGGROS 187 // Player attacks aggros first #define P_PASSWORD_CURRENT 188 // Password is current #define P_NO_TICK_MP 189 // Player cannot tick MP #define P_NO_TICK_HP 190 // Player cannot tick HP // free 191 #define P_KILLED_BY_MOB 192 // Just killed by mob // free 193 #define P_DOCTOR_KILLER 194 // Player is a doctor killer #define P_CHOSEN_SURNAME 195 // Player has chosen surname #define P_NO_SURNAME 196 // Player cannot use surname command // free 197 #define P_ADULT 198 // Player can use adult channel #define P_VETERAN 199 // Player can use veteran channel #define P_CANT_BROADCAST 200 // Player cannot broadcast #define P_CHOSEN_ALIGNMENT 201 // Player has chosen alignment #define P_NO_SUICIDE 202 // Player cannot suicide - cool off period #define P_BUILDER_MOBS 203 // Builder can make mobs #define P_BUILDER_OBJS 204 // Builder can make objs #define P_DARKMETAL 205 // Player has a darkmetal item (DONT SET) // free 206 // free 207 // free 208 // free 209 // free 210 // free 211 // free 212 // free 213 // free 214 // free 215 // free 216 // free 217 #define MAX_PLAYER_FLAGS 218 // Incriment when u add a new player flag // Monster flags #define M_PERMENANT_MONSTER 0 // Permanent monster #define M_HIDDEN 1 // Hidden #define M_WAS_HIDDEN 2 // Monster was hidden before and will rehide again #define M_FACTION_NO_GUARD 3 // If the player is in good standing with the monster, the monster will not passively guard exits // free 4 #define M_NO_PREFIX 5 // No prefix #define M_AGGRESSIVE 6 // Aggressive #define M_GUARD_TREATURE 7 // Guards treasure #define M_BLOCK_EXIT 8 // Blocks exits #define M_FOLLOW_ATTACKER 9 // Monster follows attacker #define M_WILL_FLEE 10 // Monster flees #define M_SCAVANGER 11 // Monster is a scavenger #define M_MALE 12 // Sex == male #define M_WILL_POISON 13 // Poisoner #define M_UNDEAD 14 // Undead #define M_CANT_BE_STOLEN_FROM 15 // Cannot be stolen from // free 16 #define M_CAN_CAST 17 // Can cast spells #define M_HAS_SCAVANGED 18 // Has already scavenged something // free 19 #define M_ONLY_HARMED_BY_MAGIC 20 // Can only be harmed by magic #define M_FACTION_ASSIST 21 // monster will assist members of primeFaction #define M_ENCHANTED_WEAPONS_ONLY 22 // Can only be harmed by magic/ench.weapon #define M_TALKS 23 // Monster can talk interactively #define M_UNKILLABLE 24 // Monster cannot be harmed #define M_NO_RANDOM_GOLD 25 // Monster has fixed amt of gold #define M_AGGRESSIVE_AFTER_TALK 26 // Becomes aggressive after talking #define M_NO_FACTION_AGGRO 27 // Don't aggro based on faction #define M_CAN_RIPOSTE 28 // Can riposte regardless of other rules #define M_DARKNESS 29 // Monster is carrying a darkness item // free 30 // free 31 #define M_CAN_PLEDGE_TO 32 // players can pledge to monster #define M_CAN_RESCIND_TO 33 // players can rescind to monster #define M_DISEASES 34 // Monster causes disease #define M_DISOLVES_ITEMS 35 // Monster can dissolve items #define M_CAN_PURCHASE_FROM 36 // player can purchase from monster #define M_TRADES 37 // monster will give items #define M_PASSIVE_EXIT_GUARD 38 // passive exit guard #define M_AGGRESSIVE_GOOD 39 // Monster aggro to good players #define M_AGGRESSIVE_EVIL 40 // Monster aggro to evil players #define M_DEATH_SCENE 41 // Monster has additon desc after death #define M_CAST_PRECENT 42 // Monster cast magic percent flag (prof 1) #define M_RESIST_STUN_SPELL 43 // Monster resists stun only #define M_NO_CIRCLE 44 // Monster cannot be circled #define M_WILL_BLIND 45 // Monster blinds #define M_DM_FOLLOW 46 // Monster will follow DM // free 47 // free 48 // free 49 #define M_CHARMED 50 // Monster is charmed #define M_MOBILE_MONSTER 51 // Monster will wander around the area #define M_LOGIC_MONSTER 52 // Logic Monster #define M_TAKE_LOOT 53 // Monster will try to take players' loot #define M_FAST_WANDER 54 // Monster will quickly wander around the area #define M_PET 55 // Monster is a pet // free 56 // free 57 // free 58 // free 59 // free 60 // free 61 #define M_SEXLESS 62 // sexless // free 63 // free 64 // free 65 // free 66 // free 67 // free 68 // free 69 // free 70 #define M_NO_WANDER 71 // monster doesn't wander // free 72 // free 73 // free 74 // free 75 // free 76 // free 77 // free 78 // free 79 // free 80 // free 81 // free 82 // free 83 // free 84 // free 85 // free 86 // free 87 // free 88 // free 89 #define M_REGENERATES 90 // monster regenerates #define M_PLUS_TWO 91 // monster needs +2 weapon or above to be hit #define M_PLUS_THREE 92 // monster needs +3 weapon or above to be hit // free 93 #define M_STEAL_WHEN_ATTACKING 94 // monster steals if attacked #define M_STEAL_ALWAYS 95 // monster steals on sight // free 96 // free 97 // free 98 #define M_WILL_BE_ASSISTED 99 // Will be assisted #define M_WILL_ASSIST 100 // Will assist #define M_NIGHT_ONLY 101 // Only comes at night #define M_OUTLAW_AGGRO 102 // Mob aggros outlaws // free 103 // free 104 // free 105 #define M_WILL_WIELD 106 // Monster will wield weapons in their inventory //#define M_WILL_MOVE_FOR_CASH 107 // monster will move out of the way (clear pguard for a few) when given enough money // free 108 #define M_DAY_ONLY 109 // monster will only come during the day #define M_NO_SHOW_ARRIVE 110 // Don't show when monster arrives // free 111 // free 112 #define M_UN_DODGEABLE 113 // Monster cannot be dodged // free 114 // free 115 #define M_ATTACKING_SHOPLIFTER 116 // Monster is attacking a shoplifter #define M_CHASING_SOMEONE 117 // Monster chasing someone #define M_RESIST_CIRCLE 118 // Monster resists circle - circled as if undead #define M_WILL_YELL_FOR_HELP 119 // Monster will yell for help #define M_YELLED_FOR_HELP 120 // Monster yelled for help - DONT SET #define M_WILL_BE_HELPED 121 // Monster doesn't actually yell for help, but mobs arrive to help #define M_BENEVOLENT_SPELLCASTER 122 // Monster is a benevolent spellcaster #define M_WILL_BE_LOGGED 123 // Anything that happens to the monster will be logged until saved // free 124 // free 125 #define M_LEVEL_BASED_STUN 126 // Level-based stunnable #define M_RESIST_TOUCH 127 // Monster resists touch-of-death #define M_GREEDY 128 // Monster will sometimes steal cash instead of killing #define M_POLICE 129 // Monster will beat the person up and then throw em in jail #define M_LEVEL_RESTRICTED 130 // Monster can only be killed/attacked by someone less than maxLevel #define M_NO_BACKSTAB 131 // Monster cannot be backstabbed - for really small creatures and stuff like slimes // free 132 // free 133 // free 134 // free 135 // free 136 // free 137 // free 138 // free 139 // free 140 // free 141 // free 142 // free 143 // free 144 // free 145 // free 146 // free 147 // free 148 // free 149 // free 150 // free 151 // free 152 // free 153 // free 154 // free 155 #define M_NO_LEVEL_ONE 156 // Monster uneffected by level 1 spells #define M_NO_LEVEL_TWO 157 // Monster uneffected by level 2 spells or less #define M_NO_LEVEL_THREE 158 // Monster uneffected by level 3 spells or less #define M_NO_LEVEL_FOUR 159 // Monster uneffected by level 4 spells or less #define M_NO_KICK 160 // Monster cannot be kicked (for things like slimes) #define M_DEATH_SCREAM 161 // Monster screams like a banshee - death scream #define M_WILL_SNEAK 162 // Monster will sneak around #define M_SNEAKING 163 // Monster is sneaking // free 164 #define M_WILL_BE_AGGRESSIVE 165 // Monster will randomly become aggressive #define M_NO_POISON 166 // Monster cannot be poisoned #define M_NO_CHARM 167 // Monster cannot be charmed #define M_SPECIAL_UNDEAD 168 // Monster turned as 'special' undead -- harder to turn // free 169 // free 170 // free 171 #define M_NO_EXP_LOSS 172 // Monster does not make player lose exp when they die // free 173 // free 174 // free 175 // free 176 // free 177 // free 178 #define M_CAN_STONE 179 // Monster's touch can turn to stone // free 180 #define M_ALWAYS_AGGRESSIVE 181 // Monster ALWAYS aggressive, ignoring other rules that can override aggro #define M_KILL_PERMS 182 // Monster will attack perm creatures #define M_KILL_NON_ASSIST_MOBS 183 // Monster attacks all mobs it will not assist #define M_KILL_MASTER_NOT_PET 184 // Monster kills master - not pet // free 185 #define M_FAST_TICK 186 // Monster fast ticks when no one in room #define M_RESTRICT_EXP_LEVEL 187 // Lower exp after max-killable level // free 188 // free 189 #define M_TOLLKEEPER 190 // Monster is a tollkeeper #define M_ALIGNMENT_VARIES 191 // Monster's alignment will vary #define M_ASSIST_HIT_CHANCE 192 // Monsters assist each others' chance to hit #define M_STREET_SWEEPER 193 // Monster is a streetsweeper - cleans rooms (will pick up a lot of objects) #define M_CUSTOM 194 // Monster is custom - has no specific mtype #define M_NO_ADJUST 195 // Monster will not adjust on loading // free 196 // free 197 // free 198 // free 199 #define M_ALWAYS_ACTIVE 200 // Monster will remain on active list until killed #define M_NO_AUTO_CRIT 201 // Monster will not be auto-critted // free 202 #define M_ANTI_MAGIC_AURA 203 // Monster is anti-magic - blocks magic in room #define M_MAGE_LICH_STUN_ONLY 204 // Monster is mage/lich stun only #define M_FIRE_AURA 205 // Monster has fire aura attack #define M_COLD_AURA 206 // Monster has cold aura attack #define M_NAUSEATING_AURA 207 // Monster has a nauseating aura #define M_NEGATIVE_LIFE_AURA 208 // Monster has a negative life-draining aura #define M_TURBULENT_WIND_AURA 209 // Monster has a turbulent wind aura // free 210 // free 211 // free 212 #define M_WOUNDING 213 // Monster has wounding attack // free 214 #define M_WILL_BERSERK 215 // Monster will berserk #define M_WAS_PORTED 216 // Monster was teleported (DO NOT SET) // free 217 // free 218 // free 219 #define M_RACE_AGGRO_INVERT 220 // Race aggro invert flag #define M_CLASS_AGGRO_INVERT 221 // Class aggro invert flag // free 222 #define M_SAVE_FULL 223 // Save the full mob to a roomfile instead of just a reference #define M_DEITY_AGGRO_INVERT 224 // Deity aggro invert flag // free 225 // free 226 // free 227 // free 228 // free 229 #define M_RAIDING 230 // Monster is raiding (DO NOT SET) // free 231 // free 232 // free 233 // free 234 // free 235 // free 236 #define MAX_MONSTER_FLAGS 237 // Incriment when adding (max is 256) // Object flags #define O_PERM_ITEM 0 // Permanent item (not yet taken) #define O_HIDDEN 1 // Hidden // free 2 #define O_OLD_INVISIBLE 2 // Invisible #define O_SOME_PREFIX 3 // "some" prefix #define O_PUSH_PULL_SPRINGS_TRAP 4 // Pushing or pulling this object springs the room's trap #define O_NO_PREFIX 5 // No prefix #define O_FISHING 6 // Can be used to fish #define O_WEIGHTLESS_CONTAINER 7 // Container of weightless holding #define O_TEMP_PERM 8 // Temporarily permanent #define O_PERM_INV_ITEM 9 // Permanent INVENTORY item #define O_NO_MAGE 10 // Mages cannot wear/use it #define O_LIGHT_SOURCE 11 // Object serves as a light #define O_GOOD_ALIGN_ONLY 12 // Usable only by good players #define O_EVIL_ALIGN_ONLY 13 // Usable only by evil players #define O_NO_ENCHANT 14 // Object cannot be enchanted #define O_NO_FIX 15 // Cannot be repaired #define O_CLIMBING_GEAR 16 // Climbing gear #define O_NO_TAKE 17 // Cannot be taken #define O_SCENERY 18 // Part of room description/scenery #define O_DARKNESS 19 // Object creates magical darkness #define O_HOT 20 // Object is hot (can be used in cooking) #define O_RANDOM_ENCHANT 21 // Random enchantment flag #define O_CURSED 22 // Object is cursed #define O_WORN 23 // Object is being worn #define O_CAN_USE_FROM_FLOOR 24 // Can be used from the floor #define O_DEVOURS_ITEMS 25 // Container devours items #define O_FEMALE_ONLY 26 // Usable by only females #define O_MALE_ONLY 27 // Usable by only males #define O_SEXLESS_ONLY 28 // Usable by only sexless creatures #define O_PLEDGED_ONLY 29 // Usable by only pledged players #define O_MAGIC 30 // object is magical (displays (M) with detect-magic) #define O_CSEL_INVERT 31 // invert class selective rules #define O_SEL_ASSASSIN 32 // class selective: assassin #define O_SEL_BERSERKER 33 // class selective: barbarian #define O_SEL_CLERIC 34 // class selective: cleric #define O_SEL_FIGHTER 35 // class selective: fighter #define O_SEL_MAGE 36 // class selective: mage #define O_SEL_PALADIN 37 // class selective: paladin #define O_SEL_RANGER 38 // class selective: ranger #define O_SEL_THIEF 39 // class selective: thief #define O_SEL_VAMPIRE 40 // class selective: vamp #define O_SEL_MONK 41 // class selective: monk #define O_SEL_DEATHKNIGHT 42 // class selective: death knight #define O_SEL_DRUID 43 // class selective: druid #define O_SEL_LICH 44 // class selective: lich #define O_SEL_WEREWOLF 45 // class selective: werewolf #define O_SEL_BARD 46 // class selective: bard #define O_SEL_ROGUE 47 // class selective: rogue #define O_DISPOSABLE 48 // Object will not keep area room in memory #define O_NEVER_SHATTER 49 // Weapon will never shatter #define O_ALWAYS_CRITICAL 50 // Weapon will always critical #define O_LUCKY 51 // Object is a luck charm #define O_WEAPON_CASTS 52 // Weapon casts spells on hit (realm-offensive only) #define O_TWO_HANDED 53 // Weapon requires two hands to wield (no double wield) #define O_EQUIPPING_BESTOWS_EFFECT 54 // Equiping this object bestows an effect #define O_JUST_LOADED 55 // Object was just loaded on a monster and hasn't been obtained // by a player yet so exp can be gained from stealing it #define O_CHAOTIC_ONLY 56 // Chaotics Only #define O_LAWFUL_ONLY 57 // Lawfuls Only #define O_TEMP_ENCHANT 58 // Temp Enchant #define O_STARTING 59 // Starting Item // free 60 #define O_CLAN_1 61 // Clan 1 can use #define O_CLAN_2 62 // Clan 2 can use #define O_CLAN_3 63 // Clan 3 can use #define O_CLAN_4 64 // Clan 4 can use #define O_CLAN_5 65 // Clan 5 can use #define O_CLAN_6 66 // Clan 6 can use #define O_CLAN_7 67 // Clan 7 can use #define O_CLAN_8 68 // Clan 8 can use #define O_CLAN_9 69 // Clan 9 can use #define O_CLAN_10 70 // Clan 10 can use // free 71 // free 72 // free 73 // free 74 // free 75 // free 76 // free 77 // free 78 // free 79 #define O_LOAD_ALL 80 // When trading, load all RandomObjects, rather than a random one. #define O_RESIST_DISOLVE 81 // Object resists dissolve #define O_RECLAIMED 82 // Object has been reclaimed at least once, no futher haggling allowed // free 83 // free 84 // free 85 // free 86 // free 87 // free 88 // free 89 // free 90 #define O_DRINKABLE 91 // You can drink the object #define O_EATABLE 92 // You can eat the object #define O_ALWAYS_DROPPED 93 // Monsters always drop this object #define O_CONSUME_HEAL 94 // Consumable object that will heal the player // free 95 // free 96 // free 97 // free 98 #define O_CLAN_11 99 // Clan 11 can use #define O_CLAN_12 100 // Clan 12 can use // free 101 // free 102 // free 103 #define O_CUSTOM_OBJ 104 // Object is a custom #define O_NO_SHOPLIFT 105 // Object cannot be shoplifted #define O_WAS_SHOPLIFTED 106 // Object was shoplifted (so people can't sell shoplifted items) // free 107 #define O_CAN_HIT_MIST 108 // Object can hit misted vampire #define O_SILVER_OBJECT 109 // Object made of silver - extra damage to werewolf #define O_HOLD_BONUS 110 // Object confers a bonus to hit if held // free 111 #define O_NO_STEAL 112 // Object cannot be stolen #define O_SMALL_SHIELD 113 // Object is a small shield // free 114 // free 115 // free 116 // free 117 #define O_NO_PAWN 118 // Object not pawnable #define O_BREAK_ON_DROP 119 // Object breaks when drops #define O_LORE 120 // Lore Item #define O_RSEL_INVERT 121 // invert race-selective rules #define O_SEL_DWARF 122 // race selective: dwarf #define O_SEL_ELF 123 // race selective: elf #define O_SEL_HALFELF 124 // race selective: half-elf #define O_SEL_HALFLING 125 // race selective: halfling #define O_SEL_HUMAN 126 // race selective: human #define O_SEL_ORC 127 // race selective: orc #define O_SEL_HALFGIANT 128 // race selective: half-giant #define O_SEL_GNOME 129 // race selective: gnome #define O_SEL_TROLL 130 // race selective: troll #define O_SEL_HALFORC 131 // race selective: half-orc #define O_SEL_OGRE 132 // race selective: ogre #define O_SEL_DARKELF 133 // race selective: dark-elf #define O_SEL_GOBLIN 134 // race selective: goblin #define O_SEL_MINOTAUR 135 // race selective: minotaur #define O_SEL_SERAPH 136 // race selective: seraph #define O_SEL_KOBOLD 137 // race selective: kobold #define O_SEL_CAMBION 138 // race selective: cambion #define O_SEL_BARBARIAN 139 // race selective: barbarian #define O_SEL_KATARAN 140 // race selective: kataran #define O_ENVENOMED 141 // Object has been envenomed #define O_NULL_MAGIC 142 // Object does not reveal that it is magical to detect-magic #define O_NO_BREAK 143 // Object does not break #define O_ALLOW_TOUCH_OF_DEATH 144 // Monks can use touch-of-death with this weapon wielded #define O_JUST_BOUGHT 145 // Object was just bought and is refundable #define O_NO_DROP 146 // Can't drop or otherwise get rid of this object #define O_LOGIN_FILE 147 // Display file all at once #define O_BROKEN_BY_CMD 148 // Object is broken by break command #define O_SMALL_BOW 149 // Objext is a small bow #define O_COIN_OPERATED_OBJECT 150 // Coin operated object #define O_BEING_PREPARED 151 // Object is being prepared #define O_MISSLE_USE_STRENGTH 152 // Missile weapon uses strength bonus #define O_UNIQUE 153 // Object is unique or limited #define O_BULKLESS_CONTAINER 154 // Bulkless container object #define O_BULKLESS_OBJECT 155 // Bulkless object // free 156 #define O_NOT_PEEKABLE 157 // Object can not be peeked at #define O_ENHANCE_BASH 158 // Object does extra bash damage equal to dice #define O_KEEP 159 // Object is being kept - cannot be dropped or sole on accident #define O_NO_BACKSTAB 160 // Cannot backstab with this weapon #define O_SAVE_FULL 161 // Save the entire object to pfile/roomfile instead of just a reference. // Mainly used when a ct/dm has changed an item, cleared when *saving // or for custom #define O_BODYPART 162 // Object cannot be peeked/stolen, unset when monster dies #define O_DARKMETAL 163 // Object is a darkmetal item (destroyed in sunlight) #define O_SEL_TIEFLING 164 // race selective: tiefling #define MAX_OBJECT_FLAGS 165 // Incriment when you add a new Object flag // Exit flags #define X_SECRET 0 // Secret // Free 1 #define X_LOCKED 2 // Locked #define X_CLOSED 3 // Closed #define X_LOCKABLE 4 // Lockable #define X_CLOSABLE 5 // Closable #define X_UNPICKABLE 6 // Un-pickable lock #define X_NAKED 7 // Naked exit #define X_NEEDS_CLIMBING_GEAR 8 // Climbing gear required to go up #define X_CLIMBING_GEAR_TO_REPEL 9 // Climbing gear require to repel #define X_DIFFICULT_CLIMB 10 // Very difficult climb #define X_NEEDS_FLY 11 // Must fly to go that way #define X_FEMALE_ONLY 12 // female only exit #define X_MALE_ONLY 13 // male only exit #define X_PLEDGE_ONLY 14 // pledge player exit only #define X_PORTAL 15 // portal #define X_NIGHT_ONLY 16 // only open at night #define X_DAY_ONLY 17 // only open during day #define X_PASSIVE_GUARD 18 // passive guarded exit #define X_NO_SEE 19 // Can not use / see exit #define X_CSEL_INVERT 20 // Class selective exit #define X_SEL_ASSASSIN 21 // Assassin #define X_SEL_BERSERKER 22 // Berserker #define X_SEL_CLERIC 23 // Cleric #define X_SEL_FIGHTER 24 // Fighter #define X_SEL_MAGE 25 // Mage #define X_SEL_PALADIN 26 // Paladin #define X_SEL_RANGER 27 // Ranger #define X_SEL_THIEF 28 // Thief #define X_SEL_VAMPIRE 29 // Vampire #define X_SEL_MONK 30 // Monk #define X_SEL_DEATHKNIGHT 31 // Death Knight #define X_SEL_DRUID 32 // Druid #define X_SEL_LICH 33 // Lich #define X_SEL_WEREWOLF 34 // Werewolf #define X_SEL_BARD 35 // Bard #define X_SEL_ROGUE 36 // Rogue #define X_NO_GOOD_ALIGN 37 // blocks good players #define X_NO_NEUTRAL_ALIGN 38 // blocks neutral players #define X_NO_EVIL_ALIGN 39 // blocks evil players #define X_STAFF_ONLY 40 // staff only #define X_CLAN_1 41 // Clan 1 can use #define X_CLAN_2 42 // Clan 2 can use #define X_CLAN_3 43 // Clan 3 can use #define X_CLAN_4 44 // Clan 4 can use #define X_CLAN_5 45 // Clan 5 can use #define X_CLAN_6 46 // Clan 6 can use #define X_CLAN_7 47 // Clan 7 can use #define X_CLAN_8 48 // Clan 8 can use #define X_CLAN_9 49 // Clan 9 can use #define X_CLAN_10 50 // Clan 10 can use #define X_CLAN_11 51 // Clan 11 can use #define X_CLAN_12 52 // Clan 12 can use #define X_NO_WANDER 53 // monster will not wander here #define X_TO_STORAGE_ROOM 54 // Leads to a storage room #define X_NO_FLEE 55 // Cannot flee to this exit #define X_NO_SCOUT 56 // Cannot scout this exit #define X_CONCEALED 57 // Concealed exit - very hard to find #define X_DESCRIPTION_ONLY 58 // Exit shown only in room description #define X_NO_MIST 59 // Mist may not enter this exit #define X_TOLL_TO_PASS 60 // Exit requires toll to enter #define X_LEVEL_BASED_TOLL 61 // Exit's toll varies on player level #define X_WATCHER_UNLOCK 62 // Watcher can unlock w/o key - no key #define X_MOVING 63 // Moving exit (do not set) #define X_TO_BOUND_ROOM 64 // Exit to bound room #define X_RSEL_INVERT 65 // race invert #define X_SEL_DWARF 66 // race selective: dwarf #define X_SEL_ELF 67 // race selective: elf #define X_SEL_HALFELF 68 // race selective: half-elf #define X_SEL_HALFLING 69 // race selective: halfling #define X_SEL_HUMAN 70 // race selective: human #define X_SEL_ORC 71 // race selective: orc #define X_SEL_HALFGIANT 72 // race selective: half-giant #define X_SEL_GNOME 73 // race selective: gnome #define X_SEL_TROLL 74 // race selective: troll #define X_SEL_HALFORC 75 // race selective: half-orc #define X_SEL_OGRE 76 // race selective: ogre #define X_SEL_DARKELF 77 // race selective: dark-elf #define X_SEL_GOBLIN 78 // race selective: goblin #define X_SEL_MINOTAUR 79 // race selective: minotaur #define X_SEL_SERAPH 80 // race selective: seraph #define X_SEL_KOBOLD 81 // race selective: kobold #define X_SEL_CAMBION 82 // race selective: cambion #define X_SEL_BARBARIAN 83 // race selective: barbarian #define X_SEL_KATARAN 84 // race selective: kataran #define X_SEL_TIEFLING 85 // race selective: tiefling #define X_WINTER 86 // not in winter #define X_SPRING 87 // not in spring #define X_SUMMER 88 // not in summer #define X_AUTUMN 89 // not in autumn #define X_ONOPEN_PLAYER 90 // when opening, print to player only #define X_TO_PREVIOUS 91 // take player to room they were previously in #define X_MIST_ONLY 92 // only a mist can pass through #define X_CAN_LOOK 93 // Can look through this exit (free scout) #define X_LOOK_ONLY 94 // Can only look through this exit (free scout) #define X_LOCK_AFTER_USAGE 95 // Exit re-locks after single usage #define MAX_EXIT_FLAGS 96 // Incriment when adding... check structs.h for max #endif /*FLAGS_H_*/