Python object flags

List of the object flags and their meaning.

Name Details
f_sleep Monster is sleeping. While active, the monster's visibility range is reduced.
f_confused Confused. Random direction when moving.
f_scared Monster is scared.
f_is_blind Object cannot see the map with eyes, and cannot read books/scrolls/etc.
f_is_invisible Can only be see by objects with FLAG_SEE_INVISIBLE.
f_is_ethereal Object is ethereal.
f_is_good Alignment flag.
f_no_pick Object can't be picked up.
f_walk_on Applied when it's walked upon.
f_no_pass Nothing can pass.
f_is_animated The object is animated.
f_slow_move Uses the living::exp to slow down movement.
f_flying The object is flying.
f_monster The object is a monster, golem, etc.
f_friendly The monster is friendly and will not attack other friendly objects.
f_been_applied The object has been applied before.
f_auto_apply Will be applied when created (treasure chest for example).
f_treasure
f_is_neutral Neutrally aligned object.
f_see_invisible Can see invisible objects.
f_can_roll Object can be pushed.
f_generator
f_is_turnable Object will change face with direction.
f_walk_off Object is applied when left.
f_fly_on Object is applied when flying object enters the tile.
f_fly_off Object is applied when flying object leaves the tile.
f_is_used_up The object will be removed when object::food reaches 0.
f_identified The object is identified.
f_reflecting Object reflects from walls (lightning, missiles).
f_changing Changes to other_arch when anim is done.
f_splitting Object splits into stats.food other objs.

Todo:
Remove?
f_hitback Object will hit back when hit.
f_startequip Object will disappear when dropped.
f_blocksview Object blocks view.
f_undead Monster is undead.
f_can_stack The object can stack.
f_unaggressive Monster doesn't attack enemies, only if it's attacked first.
f_reflect_missile Object will reflect missiles.
f_reflect_spell Object will reflect spells.
f_no_magic Wizard-like spells cannot pass this tile.
f_no_fix_player fix_player() won't be called.
f_is_evil The object is evil.
f_tear_down
f_run_away Object runs away from nearest player but can still attack from distance.
f_pass_thru Objects with can_pass_thru can pass through this object as if it wasn't there.
f_can_pass_thru Object can pass through objects with FLAG_PASS_THRU set.
f_pick_up
f_unique Item is unique.
f_no_drop Object can't be dropped.
f_is_indestructible The item cannot be damaged.
f_can_cast_spell Monster can cast spells.
f_can_use_scroll
f_can_use_range
f_can_use_bow Monster can fire bows.
f_can_use_armour Monster can wear armour like shields, plate mails, helms, etc.
f_can_use_weapon Monster can wield weapons.
f_can_use_ring
f_has_ready_range
f_has_ready_bow Monster has a readied bow.
f_xrays X-ray vision.
f_is_floor The object is a floor.
f_lifesave Saves a player's life once, then destructs itself.
f_is_magical Item is magical.
f_alive Object can fight (or be fought).
f_stand_still Monster will never, ever move.
f_random_move Monster will move randomly.
f_only_attack Monster will evaporate if there is no enemy.
f_wiz Player is a DM.
f_stealth Allows players to pass quietly past monsters, with less chance of the monsters noticing the player.
f_cursed The object is cursed.
f_damned The object is _very_ cursed.
f_is_buildable Used for floor: is the floor buildable?
f_no_pvp PvP is disabled on the tile this object is on.
f_can_use_skill
f_is_thrown Object is designed to be thrown.
f_is_vul_sphere
f_is_proof_sphere
f_is_male Object is male.
f_is_female Object is female.
f_applied Object is ready for use by living objects.
f_inv_locked Item will not be dropped from inventory.
f_is_wooded
f_is_hilly
f_has_ready_skill
f_has_ready_weapon Player has a weapon readied.
f_no_skill_ident If set, won't get exp for reading the book.
f_was_wiz Player was once a DM.
f_can_see_in_dark If set object can see even in darkness.
f_is_cauldron Container can make alchemical stuff.
f_is_dust Item is a powder.
f_no_steal
f_one_hit Monster can only hit once, then evaporates.
f_berserk Monster will attack closest living object, even friends.
f_no_attack Object will never attack.
f_invulnerable Monster can't be killed, and enemies will not consider it for attacking.
f_quest_item Special quest object.
f_is_trapped Object is trapped, ie, there is a known trap inside the object's inventory. Used for map and below inventory, to mark containers like corpses where player found traps.
f_is_vul_elemental
f_is_proof_elemental
f_is_vul_magic
f_is_proof_magic
f_is_vul_physical
f_is_proof_physical
f_sys_object The object cannot be seen by anyone except DMs.
f_use_fix_pos When putting an object on map, do it exactly on position.
f_unpaid Object hasn't been paid for yet.
f_make_invisible Makes the wearer invisible.
f_make_ethereal Makes the wearer ethereal.
f_is_player Object is a player.
f_is_named Object name is "unique"- for artifacts like Stormbringer.Unique objects don't have a race or material (no "elven iron Stormbringer")
f_no_teleport Objects with this flag will not be teleported by teleporters unless they are in inventory of an object without this flag.
f_corpse If set, this monster will drop a corpse.
f_corpse_forced Force a corpse, even if the object that killed the monster was too high level for any experience.
f_player_only Only players can enter the tile with object that has this flag.
f_no_cleric No priest spells can be cast on this tile.
f_one_drop One drop item. Used for quests, where the quest item with this flag set will never drop more than once for one player.
f_cursed_perm Object is permanently cursed.
f_damned_perm Object is permanently damned.
f_door_closed The object is a closer door.
f_is_missile Object is a missile (arrow, potion, magic bullet, etc).
f_is_assassin If this and slaying field is set, the object does 2.25 times more damage to race that of the 'slaying' field.
f_no_save Don't save this object - remove it before we save.

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