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FLAG_LIST
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Object Database Flag List. Last updated April 10, 2004. - Gandalf
_______________________________________________________________________________
Terms:
Bit = Least significant bit from the right.
Ex. 0=0x1, 1=0x2, 2=0x4, 3=0x8, 4=0x10, ..., 31=0x8000_0000
Type = One or 'Any' of 8 object types (listed below).
A bit can hold multiple flags if each flag corresponds to a different
object type. The object type must also be checked to know if the flag
is really set. This allows more than 32 flags in a 32-bit area.
Name = The name of the flag.
Each flag has a unique, case-sensitive letter used for matching. This
allots for 52 flags: A-Z and a-z. By tradition, only two flag names
begin with the same letter of the alphabet.
In our representation, flags that begin with an uppercase letter refer
to the A-Z list, and those that begin with a lowercase refer to a-z.
_______________________________________________________________________________
Object Types: Object types take up the first 3 bits of the flag list, and can
------------- hold values from 0 to 7:
0 Room A room containing players, things, and exits.
1 Thing Things can be taken, dropped, or moved between rooms.
2 Exit Links rooms together so that players can walk around.
3 Player Those who play the game and interact with the objects.
4 Zone Contains a group of rooms that belong to the same area.
5 (Reserved) Reserved for future use.
6 (Reserved) Reserved for future use.
7 Garbage A destroyed database object waiting to be recycled.
Flag List:
_______________________________________________________________________________
Key: C - Combat-specific flag
U - Currently unimplemented
X - Scheduled for removal
_______________________________________________________________________________
Bit Type Name Description
-------------------------------------------------------------------------------
0-2 Any [Type Mask] Combination of bits 0-2: Object Type
3 Room X-Zone Objects in room cannot interact with each other
3 CU Thing mount See object contents while looking in the room
3 Exit Transparent See room descriptions through locked exits
4 C Room Oceanic Flooded room, must swim; items 'sink' over time
X 4 CU Exit door Common locked door that can be picked open
4 Player Builder Unrestricted ability to create objects
4 Zone Universal A zone whose commands can be used in any room
5 Any Chown_ok Player can @chown this object, if carried
6 Any Dark Object does not appear in contents list
7 Thing unsaved Object is destroyed at startup when not carried
7 Player slaved Account disabled; player cannot log in
7 Zone restricted Cannot @link exits across zone perimeter
8 Any Verbose Relays to its owner all commands executed
9 Room Jump_ok Builders may @teleport into this room by dbref#
9 Thing destroy_ok Player can @destroy this object, if carried
9 Player Connected Player is currently logged into the game
10 Any haven Object cannot be @forced to execute commands
11 C Room Healing Player gradually heals faster here
11 Thing wander Automatically wanders around every few minutes
11 Player inactive_ok Account saved during inactivity purges
12 Room Floating Suppress "Disconnected Room" message
13 C Room Illness Increased chance of players getting sick here
14 Any Going Object is scheduled for destruction
15 C Room Nest Lair of the evil dungeon master; can't escape
15 Thing enter_ok Object may be entered by players
16 Room fog Room is enshrouded in a haze of fog
17 Any puppet Relays to its owner everything it hears
18 Room Link_ok Anyone can @link exits and objects to this room
19 C Room arena Player-killing can be done here without loss
20 Any visual Anyone can 'examine' this object's code
21 C Room Sanctuary (Y) Fighting is not allowed in this room
22 C Room Shaft Crawlspace too low to fight in physically
22 C Thing Monster Auto-generated enemy object (mobile)
22 Player terse Suppress room descriptions during 'move'
23 Any opaque Can't see the contents of this object
24 Any quiet Suppress feel-good messages like "Flag set."
25 Room Abode Players may 'save' their starting location here
25 Thing grab_ok Anyone can 'grab' objects from this container
25 Player notice All commands executed by player are logged
26 Any light Object can be seen in a dark room
27 Any bearing Players can @addparent things to this object
Internal database management flags
----------------------------------
31 Room (marked) Used during autocheck for disconnected rooms