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11 /* symbol descr */
12 TRF(NONE, "")
13 TRF(GLYPH, "Is a glyph")
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:4924
Use the roguelike command false Show damage player deals to false Always pickup false Show flavors in object false Highlight player with cursor between false Show walls as solid false false Center map false Automatically clear more false Allow mouse clicks to move the true Show effective speed as false false false false false Generate connected true Word of Recall has no false Stack objects on the floor
Definition: list-options.h:82
An actual trap.
Definition: trap.h:82
png_infop png_uint_32 flag
Definition: libpng12/png.h:2191
Definition: game-world.h:24
Activation structure.
Definition: object.h:122
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:489