Go to the documentation of this file.
11 /* symbol descr */
13 SQUARE(MARK, "memorized feature")
14 SQUARE(GLOW, "self-illuminating")
15 SQUARE(VAULT, "part of a vault")
16 SQUARE(ROOM, "part of a room")
17 SQUARE(SEEN, "seen flag")
18 SQUARE(VIEW, "view flag")
19 SQUARE(WASSEEN, "previously seen (during update)")
20 SQUARE(FEEL, "hidden points to trigger feelings")
21 SQUARE(TRAP, "square containing a known trap")
22 SQUARE(INVIS, "square containing an unknown trap")
23 SQUARE(WALL_INNER, "inner wall generation flag")
24 SQUARE(WALL_OUTER, "outer wall generation flag")
25 SQUARE(WALL_SOLID, "solid wall generation flag")
26 SQUARE(MON_RESTRICT,"no random monster flag")
27 SQUARE(NO_TELEPORT, "player can't teleport from this square")
28 SQUARE(NO_MAP, "square can't be magically mapped")
29 SQUARE(NO_ESP, "telepathy doesn't work on this square")
30 SQUARE(PROJECT, "marked for projection processing")
31 SQUARE(DTRAP, "trap detected square")
An actual trap.
Definition: trap.h:75
Monster information, for a specific monster.
Definition: monster.h:323
png_infop png_uint_32 flag
Definition: libpng12/png.h:2191
Element struct.
Definition: project.h:28
#define SQUARE(a, b)
Definition: cave.h:43
#define ROOM(a, b, c, d)
Definition: generate.h:203
Definition: cave.h:141
A struct representing a strategy for making a dice roll.
Definition: z-rand.h:40
Information about terrain features.
Definition: cave.h:90
Most of the "player" information goes here.
Definition: player.h:450