Angband
list-trap-flags.h
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1 
11 /* symbol descr */
12 TRF(NONE, "")
13 TRF(RUNE, "Is a rune")
14 TRF(TRAP, "Is a player trap")
15 TRF(VISIBLE, "Is visible")
16 TRF(INVISIBLE, "Is invisible") // UNUSED
17 TRF(FLOOR, "Can be set on a floor")
18 TRF(DOWN, "Takes the player down a level")
19 TRF(PIT, "Moves the player onto the trap")
20 TRF(ONETIME, "Disappears after being activated")
21 TRF(MAGICAL, "Has magical activation (absence of this flag means physical)")
22 TRF(SAVE_THROW, "Allows a save from all effects by standard saving throw")
23 TRF(SAVE_ARMOR, "Allows a save from all effects due to AC")
24 TRF(LOCK, "Is a door lock")
static const struct effect_kind effects[]
Properties of effects
Definition: effects.c:4409
An actual trap.
Definition: trap.h:75
png_infop png_uint_32 flag
Definition: libpng12/png.h:2191
Definition: game-world.h:24
Activation structure.
Definition: object.h:116
Definition: obj-knowledge.h:41
Definition: trap.h:30
Definition: z-set.c:24
void(* save)(void)
Definition: savefile.c:102
Most of the "player" information goes here.
Definition: player.h:450