#define MOBILE_FILE_EXTN ".mob" /* New information about creatures */
void append_to_mobile(IDEAS *new)
{
Note that pc/npc position numbers will be changing - for now stick
to the old system, with the following additions:
POSITION_LEVITATED - 10
POSITION_FLYING - 11
The structure of the mob has changed, so that a new line of data
will be inserted after the first line of data for (S)imple mobs:
<act flags> <aff flags> <alignment> S
<class> <hometown> 0
...
Where <class> can be one of:
A - Animal (non-speaking type creatures)
B - Bird
D - Dragon
G - Giant
H - Humanoid
I - Insect
O - Other (generally not having typical body parts - limbs, head, etc.)
U - Undead
X - Demon
<hometown> should usually be 0, with the exception of "townies" who
should have "1" for Midgaard, or "2" for Anapest (more values are
potentially possible here).
The trailing "0" is for future expansion, possibly as a "treasure type".
Copper's new mob flags:
/* Aggressives need ACT_AGGRESSIVE set */
ACT_AGGRESSIVE_EVIL: 256
ACT_AGGRESSIVE_GOOD: 512
ACT_AGGRESSIVE_NEUTRAL: 1024
ACT_MEMORY: 2048
ACT_ISHUMANOID 4096
ACT_ISDRAGON 8192
ACT_ISDEMON 16384
ACT_ISANIMAL 32768
ACT_ISINSECT 65536
ACT_CANFLY 131072 /* These two have no use yet, and may */
ACT_CANSWIM 262144 /* be removed at some point. */
ACT_HAS_CL 524288
ACT_HAS_MU 1048576
ACT_HAS_TH 2097152
ACT_HAS_WA 4194304
ACT_SPEC_DIE 8388608 /* On death, the mob's spec_proc will */
/* be called with cmd=-1. Requires */
/* the ACT_SPEC flag to be set */
NPC_OUTLAW 16777216 /* Will be considered an outlaw by */
/* authorities and thrown in jail if */
/* possible. Be careful with this flag */
ACT_BREAK_CHARM 33554432 /* Cannot be charmed (when I get around*/
/* to it, they will be charmable, yet */
/* will break the charm quickly) */
New AFFECT flags:
AFF_INFRARED 33554432 /* Able to see heat off of other beings */
AFF_LEVITATE 67108864 /* If the mob can levitate on will */
AFF_FLY 134217728 /* If the mob is capable of flight */
}