| Quest file parsing state. | This is the parsing state when loading a file through QuestLoader::load() |
| Assets flags | What to collect when calling assets_collect() |
| Attack types | |
| Subtypes for ::BUILDER objects. | |
| Subtypes for ::MATERIAL objects. | |
| Weapon types | |
| Pickup modes | Definitions for detailed pickup descriptions |
| Convenience macros to determine what kind of things we are dealing with. | |
| Object flags | Those flags are object-related flags, stored in the obj::flags fields |
| Movement types and related macros. | Those flags are all possible movement types |
| Monster movements | |
| Player state. | Use of the state-variable in player objects |
| Flags for apply_special(). | Those flags correspond to the aflags parameter of the apply_special() function |
| flags for apply_changes_to_player() | These flags determine what apply_changes_to_player() does for stat adjustment, if anything |
| Values returned by apply_can_apply_object(). | Bitmask values for 'apply_can_apply_object()' return values |
| ▼Events | To not have to check the whole inventory each time, each object has a event_bitmask field which indicates whether the object has a handler or not for this event |
| Local events | Local events are linked to particular objects, for example, a special apply event for a particular artifact sword |
| Global events | Global events dispatch to all plugins that register to the event |
| Beginnings of linked lists. | |
| Misc global variables. | |
| For plugin events | GROS: Those are used by plugin events (argument fixthem) |
| God description flags, used with describe_god(). | |
| Map layers | |
| MAP_SUBTYPES | These are map subtypes |
| Map loading flags | Options passed to ready_map_name() and load_original_map() |
| Save object flags | Flags for save_object() and save_objects() |
| Save map flags | How save_map() should save the map |
| Values for mapstruct->in_memory field. | |
| Save error values | Those values are returned by save_map(), save_object() and save_objects() |
| Square flags. | These are used in the MapLook flags element |
| Material types. | |
| What monsters apply | How monsters should handle some items they have or things on the ground |
| Object update flags | Used by object_update() to know if the object being passed is being added or removed |
| Object free flags | Used by object_free() to specify options |
| Object insertion flags. | These are flags passed to object_insert_in_map() and object_insert_in_ob() |
| Flags to search players through find_player(). | Those flag control what player should be returned |
| Flags - flags passed to add_player() | To control behavior |
| Required Plugin Symbols | These symbols for callable functions should be defined by plugins |
| Random map layout | |
| Random map layout options. | Move these defines out of room_gen_onion.c to here, as other files (like square_spiral) also uses them |
| Random map symetry | Symmetry definitions – used in this file AND in treasure::c, the numerical values matter so don't change them |
| Type values present in map2 commands. | The different type values that may be present in a map2 command |
| FLOAT_xxx multipliers for changing floats to int. | And vice versa |
| CS_STAT_xxx IDs for character statistics. | |
| SF_xxx Masks used in conjunction with fire and run states. | These values are used with CS_STAT_FLAGS above to communicate S->C what the server thinks the fireon & runon states are |
| CF_xxx Masks used in conjunction with CS_STAT_CHARACTER_FLAGS. | |
| ACL_xxx field IDs that support account login. | These values are used for the account login code to denote what field follows |
| NDI_xxx message color flags and masks. | The following are the color flags passed to new_draw_info() |
| F_xxx flags for the item command. | |
| FACE_xxx magic map masks. | Used in the new_face structure on the magicmap field |
| UPD_xxx UpdSpell constants. | |
| Sound types | |
| Animation constants. | |
| EMI_xxx extended map constants. | Even if the client select the additionnal infos it wants on the map, there may exist cases where this whole info is not given in one bunch but in separate bunches |
| MSG_TYPE_xxx message types | |
| Experience flags | This is used in the exp functions - basically what to do if the player doesn't have the skill he should get exp in |
| Spell path | |
| Spell/grace points | This is passed to SP_level_spellpoint_cost() to determine what to check |
| Spell subtypes | This is the subtype for the SPELL type |
| Potion subtypes. | Subtypes for POTION |
| Force subtypes | This is for the FORCE subtypes |
| Random spiral map options | |
| Special objects in random map | |
| Random map holes | |
| Treasure options | Some defines for various options which can be set for random map treasures |
| Emotes players can use to communicate | |
| City bell module | Rings the temple bells in the main cities |
| City life module | This module adds random NPCs to town, and makes them enter houses, spawns new ones |
| Random house generation module | This module links unused exits to random maps |