The comment next to the PLR_ flags suggests that they're for players too!
/*
* ACT bits for players.
*/
typedef enum
{
PLR_IS_NPC, PLR_BOUGHT_PET, PLR_SHOVEDRAG, PLR_AUTOEXIT, PLR_AUTOLOOT,
PLR_AUTOSAC, PLR_BLANK, PLR_OUTCAST, PLR_BRIEF, PLR_COMBINE, PLR_PROMPT,
PLR_TELNET_GA, PLR_HOLYLIGHT, PLR_WIZINVIS, PLR_ROOMVNUM, PLR_SILENCE,
PLR_NO_EMOTE, PLR_ATTACKER, PLR_NO_TELL, PLR_LOG, PLR_DENY, PLR_FREEZE,
PLR_THIEF, PLR_KILLER, PLR_LITTERBUG, PLR_ANSI, PLR_RIP, PLR_NICE, PLR_FLEE,
PLR_AUTOGOLD, PLR_AUTOMAP, PLR_AFK, PLR_INVISPROMPT, PLR_ROOMVIS,
PLR_NOFOLLOW, PLR_LANDED, PLR_BLOCKING, PLR_IS_CLONE, PLR_IS_DREAMFORM,
PLR_IS_SPIRITFORM, PLR_IS_PROJECTION, PLR_CLOAK, PLR_COMPASS,
PLR_NOHOMEPAGE
These ones are stored on ch->act for players. Whereas it looks like there are also ACT_ flags for ch->act for mobiles.
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC 0 /* Auto set for mobs */
#define ACT_SENTINEL 1 /* Stays in one room */
#define ACT_SCAVENGER 2 /* Picks up objects */
#define ACT_NOLOCATE 3 /* Nolocate for mob's objs */
#define ACT_AGGRESSIVE 5 /* Attacks PC's */
...
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