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<head>
<meta name="Creator" content="Michiel Rook">
<title>
The Grendel Project
</title>
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<body background="images/bg.jpg">
<p>
Below you can find a lot of tables that can be used when building
areas or playing around with mobiles, players or objects.
There are also a lot of tables not directly used in areas, but that
can be used when creating new spells, skills, etc. Some are also
rarely used anywhere else than in the code and are just given for complecity.</p>
<p><b><cite>Note: </cite></b>It is okay if this information startles
you at first, because it is a LOT of bogus :). These numbers are to be
used when building an area. You need to LEARN these numbers, because the
builder won't help you at all times.</p>
<p><b><cite>Note: </cite></b>A little note on bitvectors: those of you
out there that happen to fiddle some code out of their keyboards once in
while might know what this is: they are numbers representing one bit in
a double-word (32-bits) turned on. E.g. the number 32 represents the 5th bit
active and the rest set to 0. When you want to use more than 1 flag, just
add the values together!</p>
<p><b><cite>Item types and values</b></cite></p>
<a name="ITEM_">
<p><table border=2>
<caption>Item types and values</caption>
<tr>
  <td>Name used in code</td>
  <td>Assigned value</td>
  <td>Use of value 1</td>
  <td>Use of value 2</td>
  <td>Use of value 3</td>
  <td>Use of value 4</td>
</tr>
<tr>
  <td>ITEM_WEAPON</td>
  <td>1</td>
  <td>condition</td>
  <td>number of dice</td>
  <td>size of dice</td>
  <td>type of weapon (see: <a href="#FG_">FG_xxxx</a>)</td>
</tr>
<tr>
  <td>ITEM_ARMOR</td>
  <td>2</td>
  <td>condition</td>
  <td>type of armor (see: <a href="#ARMOR_">ARMOR_xxxx</a>)</td>
  <td>modifier</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_FOOD</td>
  <td>3</td>
  <td>condition</td>
  <td>poisoned</td>
  <td>hours of value</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_DRINK</td>
  <td>4</td>
  <td>capacity</td>
  <td>current quantity</td>
  <td>liquid type (see: <a href="#LIQ_">LIQ_xxxx</a>)</td>
  <td>poisoned</td>
</tr>
<tr>
  <td>ITEM_LIGHT</td>
  <td>5</td>
  <td>hours of light remaining (0=dead)</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_TRASH</td>
  <td>6</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_MONEY</td>
  <td>7</td>
  <td>amount</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_SPECIAL</td>
  <td>8</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_GEM</td>
  <td>9</td>
  <td>mana type (unused)</td>
  <td>spell level</td>
  <td>mana when charged</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_CONTAINER</td>
  <td>10</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_CORPSE</td>
  <td>11</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_FOUNTAIN</td>
  <td>12</td>
  <td>unused</td>
  <td>unused</td>
  <td>liquid type (see: <a href="#LIQ_">LIQ_xxxx</a>)</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_BLOOD</td>
  <td>13</td>
  <td>direction (see: <a href="#DIR_">DIR_xxxx</a>)</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_PORTAL</td>
  <td>14</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
</tr>
<tr>
  <td>ITEM_KEY</td>
  <td>15</td>
  <td>unique key number</td>
  <td>unused</td>
  <td>unused</td>
  <td>unused</td>
</tr>
</table></p>
<p><b><cite>Constants</b></cite></p>
<a name="WEAR_">
<p><table border=2>
<caption>Wearing positions</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Assigned value</b></td>
</tr>
<tr>
  <td>WEAR_RFINGER</td>
  <td>1</td>
</tr>
<tr>
  <td>WEAR_LFINGER</td>
  <td>2</td>
</tr>
<tr>
  <td>WEAR_NECK1</td>
  <td>3</td>
</tr>
<tr>
  <td>WEAR_NECK2</td>
  <td>4</td>
</tr>
<tr>
  <td>WEAR_BODY</td>
  <td>5</td>
</tr>
<tr>
  <td>WEAR_HEAD</td>
  <td>6</td>
</tr>
<tr>
  <td>WEAR_LEGS</td>
  <td>7</td>
</tr>
<tr>
  <td>WEAR_FEET</td>
  <td>8</td>
</tr>
<tr>
  <td>WEAR_HANDS</td>
  <td>9</td>
</tr>
<tr>
  <td>WEAR_ARMS</td>
  <td>10</td>
</tr>
<tr>
  <td>WEAR_SHIELD</td>
  <td>11</td>
</tr>
<tr>
  <td>WEAR_ABOUT</td>
  <td>12</td>
</tr>
<tr>
  <td>WEAR_WAIST</td>
  <td>13</td>
</tr>
<tr>
  <td>WEAR_RWRIST</td>
  <td>14</td>
</tr>
<tr>
  <td>WEAR_LWRIST</td>
  <td>15</td>
</tr>
<tr>
  <td>WEAR_FLOAT</td>
  <td>16</td>
</tr>
<tr>
  <td>WEAR_RHAND</td>
  <td>17</td>
</tr>
<tr>
  <td>WEAR_LHAND</td>
  <td>18</td>
</tr>
<tr>
  <td>WEAR_RSHOULDER</td>
  <td>19</td>
</tr>
<tr>
  <td>WEAR_LSHOULDER</td>
  <td>20</td>
</tr>
<tr>
  <td>WEAR_FACE</td>
  <td>21</td>
</tr>
<tr>
  <td>WEAR_REAR</td>
  <td>22</td>
</tr>
<tr>
  <td>WEAR_LEAR</td>
  <td>23</td>
</tr>
<tr>
  <td>WEAR_RANKLE</td>
  <td>24</td>
</tr>
<tr>
  <td>WEAR_LANKLE</td>
  <td>25</td>
</tr>
<tr>
  <td>WEAR_EYES</td>
  <td>26</td>
</tr>
</table></p>
<a name="FG_">
<p><table border=2>
<caption>Weapon types</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Assigned value</b></td>
</tr>
<tr>
  <td>FG_NONE</td>
  <td>0</td>
</tr>
<tr>
  <td>FG_PUNCH</td>
  <td>1</td>
</tr>
<tr>
  <td>FG_SLASH</td>
  <td>2</td>
</tr>
<tr>
  <td>FG_PIERCE</td>
  <td>3</td>
</tr>
<tr>
  <td>FG_CLEAVE</td>
  <td>4</td>
</tr>
<tr>
  <td>FG_BLAST</td>
  <td>5</td>
</tr>
<tr>
  <td>FG_CRUSH</td>
  <td>6</td>
</tr>
<tr>
  <td>FG_BITE</td>
  <td>7</td>
</tr>
<tr>
  <td>FG_CLAW</td>
  <td>8</td>
</tr>
<tr>
  <td>FG_WHIP</td>
  <td>9</td>
</tr>
<tr>
  <td>FG_STAB</td>
  <td>10</td>
</tr>
<tr>
  <td>FG_GAZE</td>
  <td>11</td>
</tr>
<tr>
  <td>FG_BREATH</td>
  <td>12</td>
</tr>
<tr>
  <td>FG_STING</td>
  <td>13</td>
</tr>
</table></p>
<a name="ARMOR_">
<p><table border=2>
<caption>Armor types</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Assigned value</b></td>
</tr>
<tr>
  <td>ARMOR_HAC</td>
  <td>1</td>
</tr>
<tr>
  <td>ARMOR_BAC</td>
  <td>2</td>
</tr>
<tr>
  <td>ARMOR_AAC</td>
  <td>3</td>
</tr>
<tr>
  <td>ARMOR_LAC</td>
  <td>4</td>
</tr>
</table></p>
<a name="DIR_">
<p><table border=2>
<caption>Directions</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Assigned value</b></td>
</tr>
<tr>
  <td>DIR_NORTH</td>
  <td>1</td>
</tr>
<tr>
  <td>DIR_EAST</td>
  <td>2</td>
</tr>
<tr>
  <td>DIR_SOUTH</td>
  <td>3</td>
</tr>
<tr>
  <td>DIR_WEST</td>
  <td>4</td>
</tr>
<tr>
  <td>DIR_DOWN</td>
  <td>5</td>
</tr>
<tr>
  <td>DIR_UP</td>
  <td>6</td>
</tr>
<tr>
  <td>DIR_SOMEWHERE</td>
  <td>7</td>
</tr>
</table></p>
<a name="COND_">
<p><table border=2>
<caption>Conditions</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Assigned value</b></td>
</tr>
<tr>
  <td>COND_DRUNK</td>
  <td>1</td>
</tr>
<tr>
  <td>COND_FULL</td>
  <td>2</td>
</tr>
<tr>
  <td>COND_THIRST</td>
  <td>3</td>
</tr>
<tr>
  <td>COND_CAFFEINE</td>
  <td>4</td>
</tr>
<tr>
  <td>COND_HIGH</td>
  <td>5</td>
</tr>
<tr>
  <td>COND_MAX</td>
  <td>6</td>
</tr>
</table></p>
<a name="LIQ_">
<p><table border=2>
<caption>Liquid types</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Assigned value</b></td>
</tr>
<tr>
  <td>LIQ_WATER</td>
  <td>1</td>
</tr>
<tr>
  <td>LIQ_BEER</td>
  <td>2</td>
</tr>
<tr>
  <td>LIQ_ALE</td>
  <td>3</td>
</tr>
<tr>
  <td>LIQ_WHISKEY</td>
  <td>4</td>
</tr>
<tr>
  <td>LIQ_VODKA</td>
  <td>5</td>
</tr>
<tr>
  <td>LIQ_WINE</td>
  <td>6</td>
</tr>
<tr>
  <td>LIQ_JUICE</td>
  <td>7</td>
</tr>
<tr>
  <td>LIQ_MILK</td>
  <td>8</td>
</tr>
<tr>
  <td>LIQ_TEA</td>
  <td>9</td>
</tr>
<tr>
  <td>LIQ_COFFEE</td>
  <td>10</td>
</tr>
<tr>
  <td>LIQ_COLA</td>
  <td>11</td>
</tr>
<tr>
  <td>LIQ_SPECIAL</td>
  <td>12</td>
</tr>
<tr>
  <td>LIQ_MAX</td>
  <td>13</td>
</tr>
</table></p>
<a name="TARGET_">
<p><table border=2>
<caption>Target types</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Assigned value</b></td>
</tr>
<tr>
  <td>TARGET_OFF_ATTACK</td>
  <td>1</td>
</tr>
<tr>
  <td>TARGET_OFF_AREA</td>
  <td>2</td>
</tr>
<tr>
  <td>TARGET_DEF_SELF</td>
  <td>3</td>
</tr>
<tr>
  <td>TARGET_DEF_SINGLE</td>
  <td>4</td>
</tr>
<tr>
  <td>TARGET_DEF_AREA</td>
  <td>5</td>
</tr>
<tr>
  <td>TARGET_DEF_WORLD</td>
  <td>6</td>
</tr>
<tr>
  <td>TARGET_OBJECT</td>
  <td>7</td>
</tr>
</table></p>
<a name="POS_">
<p><table border=2>
<caption>Positions</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Assigned value</b></td>
</tr>
<tr>
  <td>POS_DEAD</td>
  <td>0</td>
</tr>
<tr>
  <td>POS_MORTAL</td>
  <td>1</td>
</tr>
<tr>
  <td>POS_INCAP</td>
  <td>2</td>
</tr>
<tr>
  <td>POS_STUNNED</td>
  <td>3</td>
</tr>
<tr>
  <td>POS_SLEEPING</td>
  <td>4</td>
</tr>
<tr>
  <td>POS_MEDITATE</td>
  <td>5</td>
</tr>
<tr>
  <td>POS_RESTING</td>
  <td>6</td>
</tr>
<tr>
  <td>POS_SITTING</td>
  <td>7</td>
</tr>
<tr>
  <td>POS_FIGHTING</td>
  <td>8</td>
</tr>
<tr>
  <td>POS_STANDING</td>
  <td>9</td>
</tr>
<tr>
  <td>POS_CASTING</td>
  <td>10</td>
</tr>
<tr>
  <td>POS_SEARCHING</td>
  <td>11</td>
</tr>
<tr>
  <td>POS_BACKSTAB</td>
  <td>12</td>
</tr>
<tr>
  <td>POS_CIRCLE</td>
  <td>13</td>
</tr>
<tr>
  <td>POS_BASHED</td>
  <td>14</td>
</tr>
</table></p>
<a name="SECT_">
<p><table border=2>
<caption>Sector types</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Assigned value</b></td>
</tr>
<tr>
  <td>SECT_INSIDE</td>
  <td>1</td>
</tr>
<tr>
  <td>SECT_CITY</td>
  <td>2</td>
</tr>
<tr>
  <td>SECT_FIELD</td>
  <td>3</td>
</tr>
<tr>
  <td>SECT_FOREST</td>
  <td>4</td>
</tr>
<tr>
  <td>SECT_HILLS</td>
  <td>5</td>
</tr>
<tr>
  <td>SECT_MOUNTAIN</td>
  <td>6</td>
</tr>
<tr>
  <td>SECT_DESERT</td>
  <td>7</td>
</tr>
<tr>
  <td>SECT_WATER_SWIM</td>
  <td>8</td>
</tr>
<tr>
  <td>SECT_WATER_NOSWIM</td>
  <td>9</td>
</tr>
<tr>
  <td>SECT_UNDERWATER</td>
  <td>10</td>
</tr>
<tr>
  <td>SECT_OCEANFLOOR</td>
  <td>11</td>
</tr>
<tr>
  <td>SECT_UNDERGROUND</td>
  <td>12</td>
</tr>
<tr>
  <td>SECT_AIR</td>
  <td>13</td>
</tr>
<tr>
  <td>SECT_NOPASSAGE</td>
  <td>14</td>
</tr>
<tr>
  <td>SECT_UNKNOWN</td>
  <td>15</td>
</tr>
<tr>
  <td>SECT_MAX</td>
  <td>16</td>
</tr>
</table></p>
<p><b><cite>Bitvector Tables</b></cite></p>
<a name="ACT_">
<p><table border=2>
<caption>NPC flags</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Bitvector</b></td>
  <td><b>Resulting value</b></td>
</tr>
<tr>
  <td>ACT_NPC</td>
  <td>BV00</td>
  <td>1</td>
</tr>
<tr>
  <td>ACT_FLYING</td>
  <td>BV01</td>
  <td>2</td>
</tr>
<tr>
  <td>ACT_AGGRESSIVE</td>
  <td>BV02</td>
  <td>4</td>
</tr>
<tr>
  <td>ACT_SENTINEL</td>
  <td>BV03</td>
  <td>8</td>
</tr>
<tr>
  <td>ACT_SCAVENGER</td>
  <td>BV04</td>
  <td>16</td>
</tr>
<tr>
  <td>ACT_STAY_AREA</td>
  <td>BV05</td>
  <td>32</td>
</tr>
<tr>
  <td>ACT_HUNTING</td>
  <td>BV06</td>
  <td>64</td>
</tr>
<tr>
  <td>ACT_FASTHUNT</td>
  <td>BV07</td>
  <td>128</td>
</tr>
<tr>
  <td>ACT_MOBINVIS</td>
  <td>BV08</td>
  <td>256</td>
</tr>
<tr>
  <td>ACT_TEACHER</td>
  <td>BV09</td>
  <td>512</td>
</tr>
<tr>
  <td>ACT_BANKER</td>
  <td>BV10</td>
  <td>1024</td>
</tr>
<tr>
  <td>ACT_SPIRIT</td>
  <td>BV11</td>
  <td>2048</td>
</tr>
<tr>
  <td>ACT_NOBASH</td>
  <td>BV12</td>
  <td>4096</td>
</tr>
<tr>
  <td>ACT_SHOPKEEP</td>
  <td>BV13</td>
  <td>8192</td>
</tr>
<tr>
  <td>ACT_IMMORTAL</td>
  <td>BV14</td>
  <td>16384</td>
</tr>
<tr>
  <td>ACT_LOG</td>
  <td>BV15</td>
  <td>32768</td>
</tr>
<tr>
  <td>ACT_PROTO</td>
  <td>BV31</td>
  <td>2147483648</td>
</tr>
</table></p>
<a name="AFF_">
<p><table border=2>
<caption>Spell affect flags</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Bitvector</b></td>
  <td><b>Resulting value</b></td>
</tr>
<tr>
  <td>AFF_BLIND</td>
  <td>BV00</td>
  <td>1</td>
</tr>
<tr>
  <td>AFF_INVISIBLE</td>
  <td>BV01</td>
  <td>2</td>
</tr>
<tr>
  <td>AFF_DETECT_INVIS</td>
  <td>BV02</td>
  <td>4</td>
</tr>
<tr>
  <td>AFF_DETECT_HIDDEN</td>
  <td>BV03</td>
  <td>8</td>
</tr>
<tr>
  <td>AFF_SANCTUARY</td>
  <td>BV04</td>
  <td>16</td>
</tr>
<tr>
  <td>AFF_INFRAVISION</td>
  <td>BV05</td>
  <td>32</td>
</tr>
<tr>
  <td>AFF_POISON</td>
  <td>BV06</td>
  <td>64</td>
</tr>
<tr>
  <td>AFF_FLYING</td>
  <td>BV07</td>
  <td>128</td>
</tr>
<tr>
  <td>AFF_BERSERK</td>
  <td>BV08</td>
  <td>256</td>
</tr>
<tr>
  <td>AFF_AQUA_BREATH</td>
  <td>BV09</td>
  <td>512</td>
</tr>
<tr>
  <td>AFF_PLAGUE</td>
  <td>BV10</td>
  <td>1024</td>
</tr>
<tr>
  <td>AFF_HIDE</td>
  <td>BV11</td>
  <td>2048</td>
</tr>
<tr>
  <td>AFF_SNEAK</td>
  <td>BV12</td>
  <td>4096</td>
</tr>
<tr>
  <td>AFF_ENCHANT</td>
  <td>BV13</td>
  <td>8192</td>
</tr>
</table></p>
<a name="AREA_">
<p><table border=2>
<caption>Area flags</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Bitvector</b></td>
  <td><b>Resulting value</b></td>
</tr>
<tr>
  <td>AREA_NORESET</td>
  <td>BV00</td>
  <td>1</td>
</tr>
<tr>
  <td>AREA_NOPC</td>
  <td>BV01</td>
  <td>2</td>
</tr>
<tr>
  <td>AREA_PROTO</td>
  <td>BV02</td>
  <td>4</td>
</tr>
</table></p>
<a name="CFG_">
<p><table border=2>
<caption>Player config flags</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Bitvector</b></td>
  <td><b>Resulting value</b></td>
</tr>
<tr>
  <td>CFG_ASSIST</td>
  <td>BV01</td>
  <td>2</td>
</tr>
<tr>
  <td>CFG_AUTOLOOT</td>
  <td>BV02</td>
  <td>4</td>
</tr>
<tr>
  <td>CFG_AUTOSAC</td>
  <td>BV03</td>
  <td>8</td>
</tr>
<tr>
  <td>CFG_AUTOSCALP</td>
  <td>BV04</td>
  <td>16</td>
</tr>
<tr>
  <td>CFG_BLANK</td>
  <td>BV05</td>
  <td>32</td>
</tr>
<tr>
  <td>CFG_BRIEF</td>
  <td>BV06</td>
  <td>64</td>
</tr>
<tr>
  <td>CFG_ANSI</td>
  <td>BV07</td>
  <td>128</td>
</tr>
<tr>
  <td>CFG_PAGER</td>
  <td>BV08</td>
  <td>256</td>
</tr>
</table></p>
<a name="EX_">
<p><table border=2>
<caption>Exit flags</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Bitvector</b></td>
  <td><b>Resulting value</b></td>
</tr>
<tr>
  <td>EX_ISDOOR</td>
  <td>BV00</td>
  <td>1</td>
</tr>
<tr>
  <td>EX_CLOSED</td>
  <td>BV01</td>
  <td>2</td>
</tr>
<tr>
  <td>EX_LOCKED</td>
  <td>BV02</td>
  <td>4</td>
</tr>
<tr>
  <td>EX_PICKPROOF</td>
  <td>BV03</td>
  <td>8</td>
</tr>
<tr>
  <td>EX_SECRET</td>
  <td>BV04</td>
  <td>16</td>
</tr>
<tr>
  <td>EX_SWIM</td>
  <td>BV05</td>
  <td>32</td>
</tr>
<tr>
  <td>EX_FLY</td>
  <td>BV06</td>
  <td>64</td>
</tr>
<tr>
  <td>EX_CLIMB</td>
  <td>BV07</td>
  <td>128</td>
</tr>
<tr>
  <td>EX_PORTAL</td>
  <td>BV08</td>
  <td>256</td>
</tr>
<tr>
  <td>EX_NOBREAK</td>
  <td>BV09</td>
  <td>512</td>
</tr>
<tr>
  <td>EX_NOMOB</td>
  <td>BV10</td>
  <td>1024</td>
</tr>
<tr>
  <td>EX_ENTER</td>
  <td>BV11</td>
  <td>2048</td>
</tr>
<tr>
  <td>EX_UNDERWATER</td>
  <td>BV12</td>
  <td>4096</td>
</tr>
</table></p>
<a name="OBJ_">
<p><table border=2>
<caption>Item flags</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Bitvector</b></td>
  <td><b>Resulting value</b></td>
</tr>
<tr>
  <td>OBJ_NOPICKUP</td>
  <td>BV00</td>
  <td>1</td>
</tr>
<tr>
  <td>OBJ_GLOW</td>
  <td>BV01</td>
  <td>2</td>
</tr>
<tr>
  <td>OBJ_HUM</td>
  <td>BV02</td>
  <td>4</td>
</tr>
<tr>
  <td>OBJ_ANTI_GOOD</td>
  <td>BV03</td>
  <td>8</td>
</tr>
<tr>
  <td>OBJ_ANTI_EVIL</td>
  <td>BV04</td>
  <td>16</td>
</tr>
<tr>
  <td>OBJ_LOYAL</td>
  <td>BV05</td>
  <td>32</td>
</tr>
<tr>
  <td>OBJ_NOREMOVE</td>
  <td>BV06</td>
  <td>64</td>
</tr>
<tr>
  <td>OBJ_NODROP</td>
  <td>BV07</td>
  <td>128</td>
</tr>
<tr>
  <td>OBJ_CLANOBJECT</td>
  <td>BV08</td>
  <td>256</td>
</tr>
<tr>
  <td>OBJ_HIDDEN</td>
  <td>BV09</td>
  <td>512</td>
</tr>
<tr>
  <td>OBJ_POISON</td>
  <td>BV10</td>
  <td>1024</td>
</tr>
<tr>
  <td>OBJ_MISSILE</td>
  <td>BV11</td>
  <td>2048</td>
</tr>
<tr>
  <td>OBJ_NOSAC</td>
  <td>BV12</td>
  <td>4096</td>
</tr>
<tr>
  <td>OBJ_NODECAY</td>
  <td>BV13</td>
  <td>8192</td>
</tr>
<tr>
  <td>OBJ_PROTO</td>
  <td>BV31</td>
  <td>2147483648</td>
</tr>
</table></p>
<a name="ROOM_">
<p><table border=2>
<caption>Room flags</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Bitvector</b></td>
  <td><b>Resulting value</b></td>
</tr>
<tr>
  <td>ROOM_DARK</td>
  <td>BV00</td>
  <td>1</td>
</tr>
<tr>
  <td>ROOM_DEATH</td>
  <td>BV01</td>
  <td>2</td>
</tr>
<tr>
  <td>ROOM_NOMOB</td>
  <td>BV02</td>
  <td>4</td>
</tr>
<tr>
  <td>ROOM_INDOORS</td>
  <td>BV03</td>
  <td>8</td>
</tr>
<tr>
  <td>ROOM_GOOD</td>
  <td>BV04</td>
  <td>16</td>
</tr>
<tr>
  <td>ROOM_EVIL</td>
  <td>BV05</td>
  <td>32</td>
</tr>
<tr>
  <td>ROOM_NOCAST</td>
  <td>BV06</td>
  <td>64</td>
</tr>
<tr>
  <td>ROOM_TUNNEL</td>
  <td>BV07</td>
  <td>128</td>
</tr>
<tr>
  <td>ROOM_PRIVATE</td>
  <td>BV08</td>
  <td>256</td>
</tr>
<tr>
  <td>ROOM_SAFE</td>
  <td>BV09</td>
  <td>512</td>
</tr>
<tr>
  <td>ROOM_SOLITARY</td>
  <td>BV10</td>
  <td>1024</td>
</tr>
<tr>
  <td>ROOM_NORECALL</td>
  <td>BV11</td>
  <td>2048</td>
</tr>
<tr>
  <td>ROOM_NODROPALL</td>
  <td>BV12</td>
  <td>4096</td>
</tr>
<tr>
  <td>ROOM_NOSUMMON</td>
  <td>BV13</td>
  <td>8192</td>
</tr>
<tr>
  <td>ROOM_CLANSTORE</td>
  <td>BV14</td>
  <td>16384</td>
</tr>
<tr>
  <td>ROOM_TELEPORT</td>
  <td>BV15</td>
  <td>32768</td>
</tr>
<tr>
  <td>ROOM_NOFLOOR</td>
  <td>BV16</td>
  <td>65536</td>
</tr>
<tr>
  <td>ROOM_MANAROOM</td>
  <td>BV17</td>
  <td>131072</td>
</tr>
<tr>
  <td>ROOM_NOTRADE</td>
  <td>BV18</td>
  <td>262144</td>
</tr>
<tr>
  <td>ROOM_PROTO</td>
  <td>BV31</td>
  <td>2147483648</td>
</tr>
</table></p>
<a name="PLR_">
<p><table border=2>
<caption>Player flags</caption>
<tr>
  <td><b>Name used in code</b></td>
  <td><b>Bitvector</b></td>
  <td><b>Resulting value</b></td>
</tr>
<tr>
  <td>PLR_NPC</td>
  <td>BV00</td>
  <td>1</td>
</tr>
<tr>
  <td>PLR_FLYCAP</td>
  <td>BV01</td>
  <td>2</td>
</tr>
<tr>
  <td>PLR_WIZINVIS</td>
  <td>BV02</td>
  <td>4</td>
</tr>
<tr>
  <td>PLR_LINKLESS</td>
  <td>BV04</td>
  <td>16</td>
</tr>
<tr>
  <td>PLR_LOADED</td>
  <td>BV05</td>
  <td>32</td>
</tr>
<tr>
  <td>PLR_DENY</td>
  <td>BV06</td>
  <td>64</td>
</tr>
<tr>
  <td>PLR_FROZEN</td>
  <td>BV07</td>
  <td>128</td>
</tr>
<tr>
  <td>PLR_SILENCED</td>
  <td>BV08</td>
  <td>256</td>
</tr>
</table></p>
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